diff --git a/content/Mechanics/Spells/Spells/Cantrips/Acid Splash.md b/content/Mechanics/Spells/Spells/Cantrips/Acid Splash.md deleted file mode 100644 index e355ea85b..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Acid Splash.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Acid Splash -alias: Acid Splash -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: attack -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - attack - - acid - - cantrip - - evocation -components: - - somatic - - verbal -description: > - You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 acid splash damage. On a critical success, the target also takes 1 persistent acid damage. - - **Heightened (3rd)** The initial damage increases to 1d6 + your spellcasting ability modifier, and the [[Persistent Damage]] increases to 2 persistent acid. - **Heightened (5th)** The initial damage increases to 2d6 + your spellcasting ability modifier, the Persistent Damage increases to 3 persistent acid, and the splash damage increases to 2. - **Heightened (7th)** The initial damage increases to 3d6 + your spellcasting ability modifier, the Persistent Damage increases to 4 persistent acid, and the splash damage increases to 3. - **Heightened (9th)** The initial damage increases to 4d6 + your spellcasting ability modifier, the Persistent Damage increases to 5 persistent acid, and the splash damage increases to 4. ---- -# `=this.name` -==attack== | ==acid== | ==cantrip== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Ancient Dust.md b/content/Mechanics/Spells/Spells/Cantrips/Ancient Dust.md deleted file mode 100644 index e85591e90..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Ancient Dust.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Ancient Dust -alias: Ancient Dust -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine -level: 1 -school: necromancy -type: save -traditions: [arcane, divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 15-foot cone -source: "Pathfinder #186: Ghost King's Rage" -save: fortitude -basic: false -traits: - - uncommon - - cantrip - - negative - - necromancy -components: - - somatic - - verbal -description: > - You cough up a cloud of gray soil, echoing the dust in the graves of Kemnebi's many victims. Each creature in the area takes negative damage equal to your spellcasting modifier and 1 persistent negative damage depending on its Fortitude save. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage and no persistent damage. - **Failure** The creature takes full damage and persistent damage. - **Critical Failure** The creature takes double damage and double the persistent damage. - - **Heightened (+2)** The initial negative damage increases by 1d6, and the persistent damage increases by 1. ---- -# `=this.name` -==uncommon== | ==cantrip== | ==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.pf2etime` `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Approximate.md b/content/Mechanics/Spells/Spells/Cantrips/Approximate.md deleted file mode 100644 index 8426d4e8b..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Approximate.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Approximate -alias: Approximate -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: divination -type: utility -traditions: [arcane, divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 10 feet -source: "Pathfinder Secrets of Magic" -traits: - - common - - cantrip - - detection - - divination -components: - - somatic - - verbal -description: > - Area 1 cubic foot - - Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit. For example, you could look at a pile of 180 copper coins, and you would learn that it held about 200 coins, but you couldn't determine there were exactly 180 coins. - The type of object you name can be as specific or general as you like - "dented copper coins" is as viable as "coins" - but the distinguishing features must be obvious at a glance, and the spell is automatically fooled by objects disguised as other objects. For instance, the spell would register copper coins plated in gold as gold coins, not copper coins ---- -# `=this.name` -==cantrip== | ==detection== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Bullhorn.md b/content/Mechanics/Spells/Spells/Cantrips/Bullhorn.md deleted file mode 100644 index 841ef3352..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Bullhorn.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Bullhorn -alias: Bullhorn -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: illusion -type: utility -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -source: "Pathfinder Secrets of Magic" -duration: 10 minutes -traits: - - common - - auditory - - cantrip - - illusion -components: - - somatic - - verbal -description: > - You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal. - Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue. You can Dismiss the spell. - - **Heightened (5th)** Your voice can be heard clearly up to 1,200 feet away. - **Heightened (7th)** Your voice can be heard clearly up to 1 mile away. ---- -# `=this.name` -==auditory== | ==cantrip== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Chill Touch.md b/content/Mechanics/Spells/Spells/Cantrips/Chill Touch.md deleted file mode 100644 index 3d38b4618..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Chill Touch.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Chill Touch -alias: Chill Touch -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: necromancy -type: save -traditions: [arcane, divine, occult] -bloodline: undead, shadow -mystery: bones -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 living or undead creature -source: "Pathfinder Core Rulebook" -save: fortitude -basic: true -traits: - - common - - cantrip - - negative - - necromancy -components: - - somatic - - verbal -description: > - 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. - - - **Heightened (+1)** The negative damage to living creatures increases by 1d4. ---- -# `=this.name` -==cantrip== | ==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Mystery**: `=this.mystery` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Detect Magic.md b/content/Mechanics/Spells/Spells/Cantrips/Detect Magic.md deleted file mode 100644 index 5d4a60599..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Detect Magic.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Detect Magic -alias: Detect Magic -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: divination -type: utility -traditions: [arcane, divine, occult, primal] -bloodline: imperial, genie, phoenix -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot emanation -source: "Pathfinder Core Rulebook" -traits: - - common - - detection - - cantrip - - divination -components: - - somatic - - verbal -description: > - 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. - - **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. - **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). ---- -# `=this.name` -==detection== | ==cantrip== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Gale Blast.md b/content/Mechanics/Spells/Spells/Cantrips/Gale Blast.md deleted file mode 100644 index 7a087b8fb..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Gale Blast.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Gale Blast -alias: Gale Blast -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 5-foot emanation -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: false -traits: - - common - - air - - cantrip - - evocation -components: - - somatic - - verbal -description: > - Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes bludgeoning damage equal to your spellcasting ability modifier, with a Fortitude save. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is pushed 5 feet away from you. - **Critical Failure** The creature takes double damage and is pushed 10 feet away from you. - - **Heightened (+2)** The damage increases by 1d6. ---- -# `=this.name` -==air== | ==cantrip== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Ghost Sound.md b/content/Mechanics/Spells/Spells/Cantrips/Ghost Sound.md deleted file mode 100644 index 694c2863e..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Ghost Sound.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Ghost Sound -alias: Ghost Sound -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: illusion -type: utility -traditions: [arcane, occult] -bloodline: fey -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained -traits: - - common - - auditory - - cantrip - - illusion -components: - - somatic - - verbal -description: > - 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). - - **Heightened (3rd)** The range increases to 60 feet. - **Heightened (5th)** The range increases to 120 feet. ---- -# `=this.name` -==auditory== | ==cantrip== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Gouging Claw.md b/content/Mechanics/Spells/Spells/Cantrips/Gouging Claw.md deleted file mode 100644 index bd53346cd..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Gouging Claw.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Gouging Claw -alias: Gouging Claw -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/transmutation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: transmutation -type: attack -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Secrets of Magic" -traits: - - common - - attack - - cantrip - - morph - - transmutation -components: - - somatic - - verbal -description: > - You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent Bleed damage. - - **Heightened (+1)** The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4. ---- -# `=this.name` -==attack== | ==cantrip== | ==morph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Guidance.md b/content/Mechanics/Spells/Spells/Cantrips/Guidance.md deleted file mode 100644 index 22b9e44ce..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Guidance.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Guidance -alias: Guidance -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: divination -type: utility -traditions: [divine, occult, primal] -mystery: ancestors -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: until the start of your next turn -traits: - - common - - cantrip - - divination -components: - - verbal -description: > - 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. ---- -# `=this.name` -==cantrip== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Mystery**: `=this.mystery` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Healing Plaster.md b/content/Mechanics/Spells/Spells/Cantrips/Healing Plaster.md deleted file mode 100644 index 4d4c82176..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Healing Plaster.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Healing Plaster -alias: Healing Plaster -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 1 -school: transmutation -type: utility -traditions: [primal] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: 5 feet -target: a handful of dirt or mud -source: "Pathfinder Secrets of Magic" -duration: 10 minutes -traits: - - common - - cantrip - - earth - - transmutation -components: - - somatic -description: > - You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth. - - **Heightened (3rd)** The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check. ---- -# `=this.name` -==cantrip== | ==earth== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Infectious Enthusiasm.md b/content/Mechanics/Spells/Spells/Cantrips/Infectious Enthusiasm.md deleted file mode 100644 index db20ac634..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Infectious Enthusiasm.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Infectious Enthusiasm -alias: Infectious Enthusiasm -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: enchantment -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 round -traits: - - common - - cantrip - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who observed you Casting this Spell and was within 30 feet when you did so can take a single action, which has the concentrate trait, to gain the same bonus you chose until the start of its next turn. - Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed you casting the spell. ---- -# `=this.name` -==cantrip== | ==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Inside Ropes.md b/content/Mechanics/Spells/Spells/Cantrips/Inside Ropes.md deleted file mode 100644 index cf8ee334d..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Inside Ropes.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Inside Ropes -alias: Inside Ropes -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: conjuration -type: utility -traditions: [divine, occult, primal] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -source: "Pathfinder #181: Zombie Feast" -duration: 10 minutes -traits: - - uncommon - - cantrip - - conjuration -components: - - somatic -description: > - You pull a large handful of guts from your midsection. Removing these guts doesn't harm you. You can use the guts as 50 feet of rope to help you Climb, and they help attach you to a wall. You move half as quickly as usual while climbing with your guts (minimum 5 feet), but you can attempt a DC 5 Flat check check whenever you critically fail to prevent a fall. Other creatures can use your guts to climb like a squishy rope, but the guts don't help anyone but you attach to a wall. If you let go of your guts or your guts are damaged, the spell ends. - - **Heightened (3rd)** You gain a +1 item bonus to Athletics checks to Climb while using your guts. ---- -# `=this.name` -==uncommon== | ==cantrip== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Join Pasts.md b/content/Mechanics/Spells/Spells/Cantrips/Join Pasts.md deleted file mode 100644 index f2e5a0331..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Join Pasts.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Join Pasts -alias: Join Pasts -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 1 -school: divination -type: utility -traditions: [occult] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: touch -target: 2 willing creatures -source: "Pathfinder #147: Tomorrow Must Burn" -duration: 1 round -traits: - - uncommon - - mental - - cantrip - - divination -components: - - somatic -description: > - With touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to Recall Knowledge, the other can Aid the first target's skill check, using any Lore skill (even if that Lore wouldn't normally apply) without having made any preparations to Aid. - - **Heightened (+1)** You can touch one additional target t include them in the spell's effects. Multiple targets can attempt checks to Aid the target who is attempting to Recall Knowledge. ---- -# `=this.name` -==uncommon== | ==mental== | ==cantrip== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Message.md b/content/Mechanics/Spells/Spells/Cantrips/Message.md deleted file mode 100644 index 58a85d248..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Message.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Message -alias: Message -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: illusion -type: utility -traditions: [arcane, divine, occult] -spelllist: elemental -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: see below -traits: - - common - - auditory - - cantrip - - linguistic - - mental - - illusion -components: - - verbal -description: > - 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. - - **Heightened (3rd)** The spell's range increases to 500 feet. ---- -# `=this.name` -==auditory== | ==cantrip== | ==linguistic== | ==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Phase Bolt.md b/content/Mechanics/Spells/Spells/Cantrips/Phase Bolt.md deleted file mode 100644 index a1766c77d..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Phase Bolt.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Phase Bolt -alias: Phase Bolt -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: evocation -type: attack -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Dark Archive" -traits: - - common - - attack - - cantrip - - evocation -components: - - somatic - - verbal -description: > - You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. - - **Heightened (+1)** The bolt's damage increases by 1d4. ---- -# `=this.name` -==attack== | ==cantrip== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Prestidigitation.md b/content/Mechanics/Spells/Spells/Cantrips/Prestidigitation.md deleted file mode 100644 index 3d2834f1d..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Prestidigitation.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Prestidigitation -alias: Prestidigitation -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: evocation -type: utility -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 10 feet -target: 1 object (cook, lift, or tidy only) -source: "Pathfinder Core Rulebook" -duration: sustained -traits: - - common - - cantrip - - evocation -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==cantrip== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Produce Flame.md b/content/Mechanics/Spells/Spells/Cantrips/Produce Flame.md deleted file mode 100644 index 230df130a..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Produce Flame.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Produce Flame -alias: Produce Flame -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: attack -traditions: [arcane, primal] -bloodline: diabolic, elemental -mystery: flames -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - attack - - fire - - cantrip - - evocation -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** Increase the damage by 1d4 and the [[Persistent Damage]] on a critical hit by 1d4. ---- -# `=this.name` -==attack== | ==fire== | ==cantrip== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Mystery**: `=this.mystery` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Protect Companion.md b/content/Mechanics/Spells/Spells/Cantrips/Protect Companion.md deleted file mode 100644 index a11fa5457..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Protect Companion.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Protect Companion -alias: Protect Companion -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: abjuration -type: utility -traditions: [arcane, divine, occult, primal] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: 30 feet -target: your eidolon, or a creature with the minion trait under your control -source: "Pathfinder Secrets of Magic" -duration: until the start of your next turn -traits: - - common - - cantrip - - abjuration -components: - - verbal -description: > - You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the Life Block reaction; after using the reaction, the spell ends and you can't cast protect companion again for 10 minutes. - - **Life Block | Reaction | Trigger** The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike. - - **Heightened (+2)** The reaction reduces the damage by another 10, and you lose 5 more Hit Points. If you want to lose fewer Hit Points, you can choose to lower the damage reduction and HP lost to what any lower-level version of the spell could do without lowering the spell's actual level. ---- -# `=this.name` -==cantrip== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Puff of Poison.md b/content/Mechanics/Spells/Spells/Cantrips/Puff of Poison.md deleted file mode 100644 index 838d47bfe..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Puff of Poison.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Puff of Poison -alias: Puff of Poison -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 5 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: false -traits: - - common - - cantrip - - inhaled - - poison - - evocation -components: - - somatic - - verbal -description: > - You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes poison damage equal to your spellcasting modifier and 2 persistent poison damage, depending on its Fortitude save. - - **Critical Success** The creature is unaffected. - **Success** The target takes half initial and persistent damage. - **Failure** The target takes full initial and persistent damage. - **Critical Failure** The target takes double initial and persistent damage. - - **Heightened (+2)** The initial poison damage increases by 1d8 and the persistent poison damage increases by 1. ---- -# `=this.name` -==cantrip== | ==inhaled== | ==poison== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Read Aura.md b/content/Mechanics/Spells/Spells/Cantrips/Read Aura.md deleted file mode 100644 index 98d19b818..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Read Aura.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Read Aura -alias: Read Aura -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: divination -type: utility -traditions: [arcane, divine, occult, primal] -bloodline: wyrmblessed -mystery: lore -spelllist: elemental -time: 1 Minute -pf2etime: "" -range: 30 feet -target: 1 object -source: "Pathfinder Core Rulebook" -traits: - - common - - detection - - cantrip - - divination -components: - - somatic - - verbal -description: > - 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. - If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell. - - **Heightened (3rd)** You can target up to 10 objects. - **Heightened (6th)** You can target any number of objects. ---- -# `=this.name` -==detection== | ==cantrip== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Mystery**: `=this.mystery` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Read the Air.md b/content/Mechanics/Spells/Spells/Cantrips/Read the Air.md deleted file mode 100644 index 602fe7aa3..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Read the Air.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Read the Air -alias: Read the Air -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: divination -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - cantrip - - divination -components: - - somatic - - verbal -description: > - You take a deep breath as you survey a social situation, showing courtesy to all around you as your intuition swiftly picks up clues about social contexts and unspoken assumptions of behavior. Your body language subconsciously changes to take advantage of this information and use it in your own interactions with those creatures. - As part of Casting this Spell, you Recall Knowledge using Society to gain information about the immediate social situation. You also gain a +1 status bonus on your next Diplomacy check to Make an Impression on those creatures present when you cast this spell, as long as the check occurs during the duration of the spell. You can read the air only once in a given social situation; casting it again has no effect. ---- -# `=this.name` -==cantrip== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Scatter Scree.md b/content/Mechanics/Spells/Spells/Cantrips/Scatter Scree.md deleted file mode 100644 index b3034052e..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Scatter Scree.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Scatter Scree -alias: Scatter Scree -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -area: 10-foot line -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: reflex -basic: true -traits: - - common - - cantrip - - earth - - evocation -components: - - somatic - - verbal -description: > - You evoke a jumble of rocks in the area. The scattering rocks deal bludgeoning damage equal to 1d4 plus your spellcasting ability modifier to creatures in the area, with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can Interact to clear a square of this scree. If you cast this spell again, any previous scatter scree you have cast ends. - - **Heightened (+1)** The damage increases by 1d4. ---- -# `=this.name` -==cantrip== | ==earth== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Shield.md b/content/Mechanics/Spells/Spells/Cantrips/Shield.md deleted file mode 100644 index 6906c82e9..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Shield.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Shield -alias: Shield -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: abjuration -type: utility -traditions: [arcane, divine, occult] -bloodline: draconic -mystery: battle -spelllist: elemental -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: until the start of your next turn -traits: - - common - - cantrip - - force - - abjuration -components: - - verbal -description: > - 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. - - **Heightened (3rd)** The shield has Hardness 10. - **Heightened (5th)** The shield has Hardness 15. - **Heightened (7th)** The shield has Hardness 20. - **Heightened (9th)** The shield has Hardness 25. ---- -# `=this.name` -==cantrip== | ==force== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Mystery**: `=this.mystery` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Sigil.md b/content/Mechanics/Spells/Spells/Cantrips/Sigil.md deleted file mode 100644 index ef869952e..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Sigil.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Sigil -alias: Sigil -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: transmutation -type: utility -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature or object -source: "Pathfinder Core Rulebook" -duration: unlimited -traits: - - common - - cantrip - - transmutation -components: - - somatic - - verbal -description: > - 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. - - **Heightened (3rd)** The sigil instead fades after 1 month. - **Heightened (5th)** The sigil instead fades after 1 year. - **Heightened (7th)** The sigil never fades. ---- -# `=this.name` -==cantrip== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Spout.md b/content/Mechanics/Spells/Spells/Cantrips/Spout.md deleted file mode 100644 index 9e9abdff3..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Spout.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Spout -alias: Spout -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -area: 5-foot burst -source: "Pathfinder Secrets of Magic" -save: reflex -basic: true -traits: - - common - - cantrip - - water - - evocation -components: - - somatic - - verbal -description: > - Area 5-foot cube or 5-foot burst - - Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a basic Reflex saving throw. - You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub. - - **Heightened (+1)** The damage increases by 1d4. ---- -# `=this.name` -==cantrip== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Tame.md b/content/Mechanics/Spells/Spells/Cantrips/Tame.md deleted file mode 100644 index 34b45159c..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Tame.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Tame -alias: Tame -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: enchantment -type: save -traditions: [occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 10 feet -target: 1 non-hostile domesticated animal -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: will -basic: false -traits: - - common - - auditory - - cantrip - - mental - - enchantment -components: - - somatic - - verbal -description: > - As you make comforting sounds and gestures, you approach the target in a friendly manner combining caution and confidence. You improve the target's attitude to you by one step (unfriendly to neutral, neutral to friendly, friendly to helpful) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day. - This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM. - - **Heightened (3rd)** The duration becomes 10 minutes. - **Heightened (6th)** The duration becomes 1 hour. ---- -# `=this.name` -==auditory== | ==cantrip== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Tanglefoot.md b/content/Mechanics/Spells/Spells/Cantrips/Tanglefoot.md deleted file mode 100644 index ebdd5de02..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Tanglefoot.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Tanglefoot -alias: Tanglefoot -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/conjuration - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: conjuration -type: attack -traditions: [arcane, primal] -bloodline: nymph -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - attack - - cantrip - - plant - - conjuration -components: - - somatic - - verbal -description: > - 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. - - **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. - **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. - **Failure** The target is unaffected. - - **Heightened (2nd)** The effects last for 2 rounds. - **Heightened (4th)** The effects last for 1 minute. ---- -# `=this.name` -==attack== | ==cantrip== | ==plant== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Telekinetic Hand.md b/content/Mechanics/Spells/Spells/Cantrips/Telekinetic Hand.md deleted file mode 100644 index ea87e59e5..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Telekinetic Hand.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Telekinetic Hand -aliases: - - Mage Hand -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: evocation -type: utility -traditions: - - arcane - - occult -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 unattended object of light Bulk or less -source: Pathfinder Core Rulebook -duration: sustained -traits: - - common - - cantrip - - evocation -components: - - somatic - - verbal -description: |- - 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. - **Heightened (3rd)** You can target an unattended object with a Bulk of 1 or less. **Heightened (5th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. **Heightened (7th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less. ---- -# `=this.name` -==cantrip== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Telekinetic Projectile.md b/content/Mechanics/Spells/Spells/Cantrips/Telekinetic Projectile.md deleted file mode 100644 index 64bf3846e..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Telekinetic Projectile.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Telekinetic Projectile -alias: Telekinetic Projectile -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: evocation -type: attack -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - attack - - cantrip - - evocation -components: - - somatic - - verbal -description: > - You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll 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. - - **Critical Success** You deal double damage. - **Success** You deal full damage. - - **Heightened (+1)** The damage increases by 1d6. ---- -# `=this.name` -==attack== | ==cantrip== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Time Sense.md b/content/Mechanics/Spells/Spells/Cantrips/Time Sense.md deleted file mode 100644 index f298fc3cd..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Time Sense.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Time Sense -alias: Time Sense -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: divination -type: utility -traditions: [arcane, occult] -mystery: time -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -source: "Pathfinder Dark Archive" -traits: - - common - - cantrip - - divination -components: - - verbal -description: > - When you Cast the Spell, you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area-if you're trained in Nature, you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in Astronomy Lore, you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on. - You can gain a +1 status bonus to one attack roll, Perception check, saving throw, or skill check you take on the same turn you cast time sense that requires extremely precise timing. If you choose to gain this bonus, you can't gain it again for 1 hour. ---- -# `=this.name` -==cantrip== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Mystery**: `=this.mystery` -**Cast** `=this.time` | `=this.components` - - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Torturous Trauma.md b/content/Mechanics/Spells/Spells/Cantrips/Torturous Trauma.md deleted file mode 100644 index 58055eb8d..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Torturous Trauma.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Torturous Trauma -alias: Torturous Trauma -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine -level: 1 -school: necromancy -type: save -traditions: [arcane, divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 living creature -source: "Pathfinder #186: Ghost King's Rage" -save: fortitude -basic: true -traits: - - uncommon - - cantrip - - nonlethal - - necromancy -components: - - somatic - - verbal -description: > - With this spell born of Kemnebi's sadistic love of torture, you batter a creature's internal organs, leaving no external signs of the immense pain you delivered. The target takes bludgeoning damage equal to 1d4 + your spellcasting modifier with a basic Fortitude save. If it critically fails, the target is also [[Fatigued]] until the start of your next turn. Creatures that lack internal organs are unaffected by this spell. - - **Heightened (+1)** The bludgeoning damage increases by 1d4. ---- -# `=this.name` -==uncommon== | ==cantrip== | ==nonlethal== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Wash Your Luck.md b/content/Mechanics/Spells/Spells/Cantrips/Wash Your Luck.md deleted file mode 100644 index 8b3e9e69d..000000000 --- a/content/Mechanics/Spells/Spells/Cantrips/Wash Your Luck.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Wash Your Luck -alias: Wash Your Luck -tags: - - pf2e/spell - - pf2e/spell/cantrip_1 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: abjuration -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - cantrip - - fortune - - abjuration -components: - - somatic - - verbal -description: > - Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. - Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes. ---- -# `=this.name` -==cantrip== | ==fortune== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Admonishing Ray.md b/content/Mechanics/Spells/Spells/Level 1/Admonishing Ray.md deleted file mode 100644 index 19dda86dd..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Admonishing Ray.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Admonishing Ray -alias: Admonishing Ray -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/divine -level: 1 -school: necromancy -type: attack -traditions: [arcane, divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder #158: Sixty Feet Under" -traits: - - common - - attack - - nonlethal - - necromancy -components: - - somatic - - verbal -description: > - A ray of energy bludgeons your target into submission without causing lasting harm. When you cast this spell, you choose whether the ray feels like a strong punch or slap. Make a spell attack roll. The ray deals 2d6 bludgeoning damage. - - **Critical Success** The target takes double damage. - **Success** The target takes full damage. - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==attack== | ==nonlethal== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Agitate.md b/content/Mechanics/Spells/Spells/Level 1/Agitate.md deleted file mode 100644 index 39e545383..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Agitate.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Agitate -alias: Agitate -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Alglenweis -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Lost Omens: Gods & Magic" -duration: varies -save: will -basic: true -traits: - - common - - mental - - nonlethal - - enchantment -components: - - somatic - - verbal -description: > - You send the target's mind and body into overdrive, forcing it to become restless and hyperactive. During the duration, the target must Stride, Fly, or Swim at least once each turn or take 2d8 mental damage that turn. The duration of this effect depends on the target's Will save. The GM might decide to add additional move actions to the list for creatures who possess only a more unusual form of movement. - - **Critical Success** The spell has no effect. - **Success** The duration is 1 round. - **Failure** The duration is 2 rounds. - **Critical Failure** The duration is 4 rounds. - - **Heightened (+1)** The damage increases by 2d8. ---- -# `=this.name` -==mental== | ==nonlethal== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Airburst.md b/content/Mechanics/Spells/Spells/Level 1/Airburst.md deleted file mode 100644 index 266d25744..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Airburst.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Airburst -alias: Airburst -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -target: all creatures and unattended objects -area: 5-foot emanation -source: "Pathfinder #169: Kindled Magic" -save: fortitude -basic: false -traits: - - uncommon - - air - - evocation -components: - - verbal -description: > - A blast of wind wildly pushes everything nearby. Unattended objects of 1 Bulk or less are pushed 5 feet away from you. Large or smaller creatures must attempt a Fortitude save. - - **Critical Success** The creature is unaffected. - **Success** The creature takes a -2 status penalty to checks made during its reactions until the end of your turn. - **Failure** As success, and the creature is pushed 5 feet away from you. - **Critical Failure** The creature is pushed 5 feet away from you and can't use reactions until the end of your turn. - - **Heightened (4th)** Increase the area to a 10-foot emanation and increase the distance objects and creatures are pushed to 10 feet. ---- -# `=this.name` -==uncommon== | ==air== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Alarm.md b/content/Mechanics/Spells/Spells/Level 1/Alarm.md deleted file mode 100644 index ef4a0d3c0..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Alarm.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Alarm -alias: Alarm -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: abjuration -type: utility -traditions: [arcane, divine, occult, primal] -time: 10 minutes -pf2etime: "" -requirements: 3 gp silver bell focus -range: touch -area: 20-foot burst -source: "Pathfinder Core Rulebook" -duration: 8 hours -traits: - - common - - abjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (3rd)** You can specify criteria for which creatures sound the alarm spell-for instance, orcs or masked people. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Requirements** `=this.requirements` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Animal Allies.md b/content/Mechanics/Spells/Spells/Level 1/Animal Allies.md deleted file mode 100644 index a068bfde0..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Animal Allies.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Animal Allies -alias: Animal Allies -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 1 -school: conjuration -type: save -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 5-foot emanation -source: "Pathfinder Secrets of Magic" -save: reflex -basic: true -traits: - - common - - conjuration -components: - - somatic - - verbal -description: > - You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save. - - **Heightened (+1)** The damage increases by 3d4 ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Animate Dead.md b/content/Mechanics/Spells/Spells/Level 1/Animate Dead.md deleted file mode 100644 index 4cd89bb38..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Animate Dead.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Animate Dead -alias: Animate Dead -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: necromancy -type: utility -traditions: [arcane, divine, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Advanced Player's Guide" -duration: sustained up to 1 minute -traits: - - common - - necromancy -components: - - material - - somatic - - verbal -description: > - Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon. - - **Heightened (2nd)** Level 1. - **Heightened (3rd)** Level 2. - **Heightened (4th)** Level 3. - **Heightened (5th)** Level 5. - **Heightened (6th)** Level 7. - **Heightened (7th)** Level 9. - **Heightened (8th)** Level 11. - **Heightened (9th)** Level 13. - **Heightened (10th)** Level 15. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Animate Rope.md b/content/Mechanics/Spells/Spells/Level 1/Animate Rope.md deleted file mode 100644 index 0875c960a..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Animate Rope.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Animate Rope -alias: Animate Rope -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: transmutation -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 100 feet -target: up to 50 feet of rope or a nonliving rope-like object -source: "Pathfinder Advanced Player's Guide" -duration: sustained up to 1 minute -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - You cause a length or section of Rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. - - **Bind (attack)** The Rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the Rope. (A standard adventuring Rope has Hardness 2, HP 8, and a Broken Threshold of 4.) - **Coil** The Rope forms a tidy, coiled stack. - **Crawl** The Rope inches along the ground like a snake, moving one of its ends 10 feet. The Rope must move along a surface, but that surface doesn't need to be horizontal. - **Knot** The Rope ties a sturdy knot in itself. - **Loop** The Rope forms a simple loop at one or both ends, or straightens itself back out. - **Tie** The Rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. - **Undo** The Rope undoes one of its knots, ties, or bindings. - - **Heightened (+2)** The range increases by 50 feet, and you can animate 50 more feet of Rope. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Aqueous Blast.md b/content/Mechanics/Spells/Spells/Level 1/Aqueous Blast.md deleted file mode 100644 index 614b3e4a7..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Aqueous Blast.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Aqueous Blast -alias: Aqueous Blast -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: evocation -type: attack -traditions: [arcane, occult, primal] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -source: "Pathfinder Kingmaker" -duration: until the end of your turn -traits: - - rare - - water - - evocation -components: - - somatic -description: > - You evoke a mass of water into the air around your outstretched fist. For the remainder of your turn, you can blast targets within 30 feet with this water by spending a single action which has the attack and concentrate traits. When you do so, attempt a ranged spell attack roll. If you hit, you inflict 2d8 bludgeoning damage. On a critical hit, the blast knocks the target [[Prone]]. - - **Heightened (+1)** The damage increases by 1d8. ---- -# `=this.name` -==rare== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Bane.md b/content/Mechanics/Spells/Spells/Level 1/Bane.md deleted file mode 100644 index d8ebb8af8..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Bane.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Bane -alias: Bane -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: enchantment -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -target: enemies in the area -area: 5-foot emanation -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: will -basic: false -traits: - - common - - mental - - enchantment -components: - - somatic - - verbal -description: > - You fill the minds of your enemies with doubt. - Enemies in the area must succeed at a Will save or 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]]. ---- -# `=this.name` -==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Befuddle.md b/content/Mechanics/Spells/Spells/Level 1/Befuddle.md deleted file mode 100644 index 9caa33516..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Befuddle.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Befuddle -alias: Befuddle -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane -level: 1 -school: enchantment -type: save -traditions: [arcane] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 round -save: will -basic: false -traits: - - common - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - You sow seeds of confusion in your target's mind, causing their actions and thoughts to become clumsy. - - **Critical Success** The target is unaffected. - **Success** The target is [[Clumsy]] 1 and [[Stupefied]] 1. - **Failure** The target is [[Clumsy]] 2 and [[Stupefied]] 2. - **Critical Failure** The target is [[Clumsy]] 3, [[Stupefied]] 3, and [[Confused]]. ---- -# `=this.name` -==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Biting Words.md b/content/Mechanics/Spells/Spells/Level 1/Biting Words.md deleted file mode 100644 index 7c02af179..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Biting Words.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Biting Words -alias: Biting Words -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/occult -level: 1 -school: evocation -type: attack -traditions: [occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - attack - - auditory - - linguistic - - sonic - - evocation -components: - - somatic - - verbal -description: > - You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. - When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit). - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==attack== | ==auditory== | ==linguistic== | ==sonic== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Breadcrumbs.md b/content/Mechanics/Spells/Spells/Level 1/Breadcrumbs.md deleted file mode 100644 index 8ce814413..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Breadcrumbs.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Breadcrumbs -alias: Breadcrumbs -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: abjuration -type: utility -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 1 minute -pf2etime: "" -range: touch -target: 1 willing creature -source: "Pathfinder Secrets of Magic" -duration: 1 hour -traits: - - common - - abjuration -components: - - material - - somatic - - verbal -description: > - You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. This trail doesn't denote the direction or the order of its path-it merely indicates where the target has moved during the spell's duration. - - **Heightened (2nd)** The duration increases to 8 hours. - **Heightened (3rd)** The duration increases to last until your next daily preparations. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Buffeting Winds.md b/content/Mechanics/Spells/Spells/Level 1/Buffeting Winds.md deleted file mode 100644 index 459397abf..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Buffeting Winds.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Buffeting Winds -alias: Buffeting Winds -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 15-foot cone -source: "Pathfinder Lost Omens: Knights of Lastwall" -save: reflex -basic: true -traits: - - common - - air - - nonlethal - - evocation -components: - - somatic - - verbal -description: > - You release a quick burst of wind that batters your living opponents without causing them lasting harm, while also blowing undead away. The wind deals 2d4 bludgeoning damage, which is nonlethal against living creatures. Against undead, the winds are more vicious, and the spell loses the nonlethal trait against such creatures. Each creature in the area must attempt a basic Reflex save. On a failure, undead creatures are also knocked back 5 feet (or 10 feet on a critical failure). - - **Heightened (+1)** The damage increases by 2d4. ---- -# `=this.name` -==air== | ==nonlethal== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Celestial Accord.md b/content/Mechanics/Spells/Spells/Level 1/Celestial Accord.md deleted file mode 100644 index 4b28fe1dc..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Celestial Accord.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Celestial Accord -alias: Celestial Accord -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: enchantment -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 2 creatures that each have an unfriendly or worse attitude toward the other -source: "Pathfinder #183: Field of Maidens" -duration: 1 minute -save: will -basic: false -traits: - - uncommon - - emotion - - good - - mental - - enchantment -components: - - somatic - - verbal -description: > - You intervene in a heated disagreement between two creatures, encouraging them to put aside their differences and find some common ground. The emotional heat of the prior moment becomes only a memory. Each target must make a Will save. A creature currently engaged in combat can't get a result worse than success, and a target that is subject to hostility from any other creature ceases to be affected by celestial accord. - - **Critical Success** The creature is unaffected. - **Success** The creature is filled with doubt about its own intentions and feels an urge to cooperate with the other. It has a -2 status penalty to attack rolls against the other target for 1 round. - **Failure** The creature can't make hostile actions against the other target and its attitude toward the other target improves to indifferent for the spell's duration. - **Critical Failure** As failure, but the creature's attitude toward the other target improves to friendly for the duration and is indifferent thereafter (until something happens to change that attitude normally). ---- -# `=this.name` -==uncommon== | ==emotion== | ==good== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Charm.md b/content/Mechanics/Spells/Spells/Level 1/Charm.md deleted file mode 100644 index cf4b24002..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Charm.md +++ /dev/null @@ -1,59 +0,0 @@ ---- -name: Charm -alias: Charm -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: enchantment -type: save -traditions: [arcane, occult, primal] -deities: Ardad Lili, Asmodeus, Belial, Calistria, Conqueror Worm, Hathor, Nalinivati, Ravithra, Sturovenen, The Green Mother, Zura -bloodline: diabolic, fey, nymph -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 hour -save: will -basic: false -traits: - - common - - emotion - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected and aware you tried to charm it. - **Success** The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell. - **Failure** The target's attitude becomes [[Friendly]] toward you. If it was Friendly, it becomes [[Helpful]]. It can't use hostile actions against you. - **Critical Failure** The target's attitude becomes Helpful toward you, and it can't use hostile actions against you. - - **Heightened (4th)** The duration lasts until the next time you make your daily preparations. - **Heightened (8th)** The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures. ---- -# `=this.name` -==emotion== | ==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Chilling Spray.md b/content/Mechanics/Spells/Spells/Level 1/Chilling Spray.md deleted file mode 100644 index 19aaad543..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Chilling Spray.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Chilling Spray -alias: Chilling Spray -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -deities: Kostchtchie -theme: baba yaga -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 15-foot cone -source: "Pathfinder Advanced Player's Guide" -save: reflex -basic: false -traits: - - common - - cold - - evocation -components: - - somatic - - verbal -description: > - A cone of icy shards bursts from your spread hands and coats the target in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save. - - **Critical Success** The creature takes no damage. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and takes a -5-foot status penalty to its Speeds for 2 rounds. - **Critical Failure** The creature takes double damage and takes a -10-foot status penalty to its Speeds for 2 rounds. - - **Heightened (+1)** The damage increases by 2d4. ---- -# `=this.name` -==cold== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Patron Theme** `=this.theme` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Color Spray.md b/content/Mechanics/Spells/Spells/Level 1/Color Spray.md deleted file mode 100644 index 8a87e1280..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Color Spray.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Color Spray -alias: Color Spray -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: illusion -type: save -traditions: [arcane, occult] -deities: Pulura, Shelyn -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 15-foot cone -source: "Pathfinder Core Rulebook" -duration: 1 or more rounds (see below) -save: will -basic: false -traits: - - common - - incapacitation - - visual - - illusion -components: - - somatic - - verbal -description: > - Swirling colors affect viewers based on their Will saves. - - **Critical Success** The creature is unaffected. - **Success** The creature is [[Dazzled]] for 1 round. - **Failure** The creature is [[Stunned]] 1, [[Blinded]] for 1 round, and Dazzled for 1 minute. - **Critical Failure** The creature is Stunned for 1 round and Blinded for 1 minute. ---- -# `=this.name` -==incapacitation== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Command.md b/content/Mechanics/Spells/Spells/Level 1/Command.md deleted file mode 100644 index da9cf893b..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Command.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Command -alias: Command -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: enchantment -type: save -traditions: [arcane, divine, occult] -theme: fervor, pacts -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: until the end of the target's next turn -save: will -basic: false -traits: - - common - - auditory - - linguistic - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - **Success** The creature is unaffected. - **Failure** For the first action on its next turn, the creature must use a single action to do as you command. - **Critical Failure** The target must use all its actions on its next turn to obey your command. - **Heightened (5th)** You can target up to 10 creatures. ---- -# `=this.name` -==auditory== | ==linguistic== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Patron Themes** `=this.theme` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Concordant Choir.md b/content/Mechanics/Spells/Spells/Level 1/Concordant Choir.md deleted file mode 100644 index fc3aef8c9..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Concordant Choir.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Concordant Choir -alias: Concordant Choir -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: evocation -type: save -traditions: [divine, occult] -time: 1 to 3 -pf2etime: "" -range: 30 feet -target: varies -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: true -traits: - - common - - sonic - - evocation -components: -description: > - You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters. - - 1 (verbal) The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save. - 2 (somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save. - 3 (material, somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save. - - **Heightened (+1)** The damage increases by 1d4 for the 1-action version, or 2d4 for the other versions ---- -# `=this.name` -==sonic== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Detect Alignment.md b/content/Mechanics/Spells/Spells/Level 1/Detect Alignment.md deleted file mode 100644 index 1efde227e..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Detect Alignment.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Detect Alignment -alias: Detect Alignment -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: divination -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot emanation -source: "Pathfinder Core Rulebook" -traits: - - uncommon - - detection - - divination -components: - - somatic - - verbal -description: > - 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. - - **Heightened (2nd)** You learn each aura's location and strength. ---- -# `=this.name` -==uncommon== | ==detection== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Detect Poison.md b/content/Mechanics/Spells/Spells/Level 1/Detect Poison.md deleted file mode 100644 index 32ad8edb4..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Detect Poison.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Detect Poison -alias: Detect Poison -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 1 -school: divination -type: utility -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 object or creature -source: "Pathfinder Core Rulebook" -traits: - - uncommon - - detection - - divination -components: - - somatic - - verbal -description: > - 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. - - **Heightened (2nd)** You learn the number and types of poison. ---- -# `=this.name` -==uncommon== | ==detection== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Draw Ire.md b/content/Mechanics/Spells/Spells/Level 1/Draw Ire.md deleted file mode 100644 index 3034ae2bb..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Draw Ire.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Draw Ire -alias: Draw Ire -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: enchantment -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: will -basic: false -traits: - - common - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a -1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw. - - **Critical Success** The target is unaffected. - **Success** The target takes half damage and the penalty. The spell ends at the end of the target's next turn. - **Failure** The target takes full damage and the penalty. - **Critical Failure** The target takes double damage, and the status penalty is -2. - - **Heightened (+1)** The damage increases by 1d10. ---- -# `=this.name` -==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Déjà Vu.md b/content/Mechanics/Spells/Spells/Level 1/Déjà Vu.md deleted file mode 100644 index f7391f094..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Déjà Vu.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Déjà Vu -alias: Déjà Vu -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Bergelmir -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 100 feet -target: 1 creature -source: "Pathfinder Advanced Player's Guide" -duration: 2 rounds -save: will -basic: false -traits: - - common - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn. - If the target can't repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes [[Stupefied]] 1 until the end of its turn. ---- -# `=this.name` -==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Echoing Weapon.md b/content/Mechanics/Spells/Spells/Level 1/Echoing Weapon.md deleted file mode 100644 index 5c48551d2..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Echoing Weapon.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Echoing Weapon -alias: Echoing Weapon -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: evocation -type: utility -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 weapon -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - sonic - - evocation -components: - - somatic - - verbal -description: > - You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four Strikes). - - **Heightened (+2)** The sonic damage increases by 1 per Strike (and the maximum damage increases by 4). ---- -# `=this.name` -==sonic== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Exchange Image.md b/content/Mechanics/Spells/Spells/Level 1/Exchange Image.md deleted file mode 100644 index 067b46e00..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Exchange Image.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Exchange Image -alias: Exchange Image -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: illusion -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -requirements: You have the humanoid trait -range: touch -target: you and 1 other humanoid -source: "Pathfinder #147: Tomorrow Must Burn" -duration: varies -save: will -basic: false -traits: - - uncommon - - visual - - illusion -components: - - somatic - - verbal -description: > - To mislead pursuers, the Lacunafex developed the means to swap visages. You trade appearances with the target, with the effects depending on the result of the target's Will saving throw. Willing and [[Unconscious]] targets automatically critically fail this saving throw. - - **Critical Success** No effect. - **Success** You take on the target's appearance, and they take yours. This has the same effects as a 1st-level [[Illusory Disguise]] spell, except that the target can't Dismiss the disguise. The duration is 1 minute or until Dismissed. - **Failure** As success, but the duration is 1 hour or until Dismissed. - **Critical Failure** As success, but the duration is 24 hours. ---- -# `=this.name` -==uncommon== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Requirements** `=this.requirements` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Flense.md b/content/Mechanics/Spells/Spells/Level 1/Flense.md deleted file mode 100644 index 3495d7a61..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Flense.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Flense -alias: Flense -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/divine -level: 1 -school: necromancy -type: attack -traditions: [arcane, divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature or corpse -source: "Pathfinder #186: Ghost King's Rage" -traits: - - uncommon - - necromancy -components: - - somatic - - verbal -description: > - With a touch, you strip off the flesh, muscle, and internal organs off your target, leaving only bare bones. The effect depends on whether the target is a living creature, undead creature, or inanimate corpse. A creature or corpse that lacks flesh, muscle, and internal organs is immune to this spell. - Inanimate Corpse The flesh, muscle, viscera, and organs are stripped from the corpse and vanish, leaving only bare bones behind. - Living Creature Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also takes 1d4 persistent bleed damage. If this spell's damage kills the target, the corpse is only bones. - Undead Creature Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also becomes [[Enfeebled]] 1 for 1 minute. If this spell's damage destroys the target, only its bare bones remain behind. - - **Heightened (+1)** The slashing damage to living and undead creatures increases by 2d6, and the persistent bleed damage to living creatures increases by 1d4. ---- -# `=this.name` -==uncommon== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Floating Disk.md b/content/Mechanics/Spells/Spells/Level 1/Floating Disk.md deleted file mode 100644 index fa239da41..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Floating Disk.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Floating Disk -alias: Floating Disk -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: conjuration -type: utility -traditions: [arcane, occult] -deities: Casandalee, Horus -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 8 hours -traits: - - common - - force - - conjuration -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==force== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Force Barrage.md b/content/Mechanics/Spells/Spells/Level 1/Force Barrage.md deleted file mode 100644 index 2a5a44133..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Force Barrage.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Force Barrage -aliases: - - Magic Missile -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: evocation -type: utility -traditions: - - arcane - - occult -deities: Gravelady's Guard, Lorthact, Nethys -bloodline: imperial -time: 1 to 3 -pf2etime: "" -range: 120 feet -target: 1 creature -source: Pathfinder Core Rulebook -traits: - - common - - force - - evocation -components: - - somatic - - verbal -description: | - 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. - **Heightened (+2)** You shoot one additional missile with each action you spend. ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Forced Mercy.md b/content/Mechanics/Spells/Spells/Level 1/Forced Mercy.md deleted file mode 100644 index 67d39b15c..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Forced Mercy.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Forced Mercy -alias: Forced Mercy -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: enchantment -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -duration: varies -save: will -basic: false -traits: - - uncommon - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical -2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a Will save. A willing target can choose to critically fail their saving throw. - - **Critical Success** The creature is unaffected. - **Success** The creature is affected for 1 round. - **Failure** The creature is affected for 1d4 rounds. - **Critical Failure** The creature is affected for 1 minute. - - **Heightened (4th)** The range increases to 100 feet, and you can target up to 8 creatures. ---- -# `=this.name` -==uncommon== | ==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Goblin Pox.md b/content/Mechanics/Spells/Spells/Level 1/Goblin Pox.md deleted file mode 100644 index cfe15d2f8..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Goblin Pox.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Goblin Pox -alias: Goblin Pox -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: necromancy -type: save -traditions: [arcane, primal] -deities: Apollyon, Ghlaunder, Urgathoa -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - disease - - necromancy -components: - - somatic - - verbal -description: > - Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target is [[Sickened]] 1. - **Failure** The target is afflicted with goblin pox at stage 1. - **Critical Failure** The target is afflicted with goblin pox at stage 2. - - **Goblin Pox (disease) Level 1.** - Goblins and goblin dogs are immune. - Stage 1 [[Sickened]] 1 (1 round) - Stage 2 [[Sickened]] 1 and [[Slowed]] 1 (1 round) - Stage 3 [[Sickened]] 1 and the creature can't reduce its Sickened value below 1 (1 day) ---- -# `=this.name` -==disease== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Gravitational Pull.md b/content/Mechanics/Spells/Spells/Level 1/Gravitational Pull.md deleted file mode 100644 index 3229b118e..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Gravitational Pull.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Gravitational Pull -alias: Gravitational Pull -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: evocation -type: save -traditions: [arcane, occult] -time: 1 to 3 -pf2etime: "" -range: 30 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: false -traits: - - common - - evocation -components: -description: > - By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked [[Prone]]. The effects of this spell change depending on the number of actions you spend when you Cast this Spell. - 1 (somatic) The spell targets one creature. - 2 (somatic, verbal) The spell targets one creature and pulls the target 20 feet instead of 10. - 3 (material, somatic, verbal) The spell targets up to 5 creatures. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Grease.md b/content/Mechanics/Spells/Spells/Level 1/Grease.md deleted file mode 100644 index 1d1e241f5..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Grease.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Grease -alias: Grease -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: conjuration -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 object of Bulk 1 or less -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: reflex -basic: false -traits: - - common - - conjuration -components: - - somatic - - verbal -description: > - You conjure grease, with effects based on choosing area or target. - - Area [4 contiguous 5-foot squares] 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 [1 object of Bulk 1 or less] 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. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Grim Tendrils.md b/content/Mechanics/Spells/Spells/Level 1/Grim Tendrils.md deleted file mode 100644 index 3988bef22..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Grim Tendrils.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Grim Tendrils -alias: Grim Tendrils -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: necromancy -type: save -traditions: [arcane, occult] -deities: Charon, Dajermube, Fumeiyoshi, Nhimbaloth, Nyarlathotep (Haunter in the Dark), Orcus, Treerazer -bloodline: shadow -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot line -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - negative - - necromancy -components: - - somatic - - verbal -description: > - Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save. - **Critical Success** The creature is unaffected. - **Success** The creature takes half the negative damage and no persistent bleed damage. - **Failure** The creature takes full damage. - **Critical Failure** The creature takes double negative damage and double persistent bleed damage. - **Heightened (+1)** The negative damage increases by 2d4, and the persistent bleed damage increases by 1. ---- -# `=this.name` -==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Gritty Wheeze.md b/content/Mechanics/Spells/Spells/Level 1/Gritty Wheeze.md deleted file mode 100644 index a14e5ead8..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Gritty Wheeze.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Gritty Wheeze -alias: Gritty Wheeze -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 15-foot cone -source: "Pathfinder Adventure: Threshold of Knowledge" -save: fortitude -basic: false -traits: - - uncommon - - air - - earth - - evocation -components: - - somatic - - verbal -description: > - You exhale desiccating grit and sand in a small cloud. Creatures in the area take 2d4 bludgeoning damage and must attempt a Fortitude save. - Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw. - - **Critical Success** The creature takes no damage. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is [[Dazzled]] for 1 round. - **Critical Failure** The creature takes double damage and is dazzled for 1 minute. - - **Heightened (+1)** The damage increases by 2d4. ---- -# `=this.name` -==uncommon== | ==air== | ==earth== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Gust of Wind.md b/content/Mechanics/Spells/Spells/Level 1/Gust of Wind.md deleted file mode 100644 index 603880d19..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Gust of Wind.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Gust of Wind -alias: Gust of Wind -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -deities: Gozreh, Hei Feng, Hshurha, Pazuzu, Seafarer's Hope, Sky Keepers -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 60-foot line -source: "Pathfinder Core Rulebook" -duration: until the start of your next turn -save: fortitude -basic: false -traits: - - common - - air - - evocation -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The creature is unaffected. - **Success** The creature can't move against the wind. - **Failure** The creature is knocked [[Prone]]. If it was flying, it suffers the effects of critical failure instead. - **Critical Failure** The creature is pushed 30 feet in the wind's direction, knocked Prone, and takes 2d6 bludgeoning damage. ---- -# `=this.name` -==air== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Harm.md b/content/Mechanics/Spells/Spells/Level 1/Harm.md deleted file mode 100644 index f4de2b3d2..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Harm.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Harm -alias: Harm -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine -level: 1 -school: necromancy -type: save -traditions: [divine] -bloodline: undead -time: 1 to 3 -pf2etime: "" -range: varies -target: 1 living creature or 1 willing undead creature -area: 30-foot emanation -source: "Pathfinder Core Rulebook" -save: fortitude -basic: true -traits: - - common - - negative - - necromancy -components: -description: > - 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. - 1 (somatic) The spell has a range of touch. - 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. - 3 (material, verbal, somatic) You disperse negative energy in a 30-foot emanation. This targets all living and undead creatures in the area. - - **Heightened (+1)** The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8. ---- -# `=this.name` -==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Heal.md b/content/Mechanics/Spells/Spells/Level 1/Heal.md deleted file mode 100644 index 3a14c39bf..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Heal.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Heal -alias: Heal -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 1 -school: necromancy -type: heal -traditions: [divine, primal] -bloodline: angelic, psychopomp -time: 1 to 3 -pf2etime: "" -range: varies -target: 1 willing living creature or 1 undead -area: 30-foot emanation -source: "Pathfinder Core Rulebook" -save: fortitude -basic: true -traits: - - common - - healing - - positive - - necromancy -components: -description: > - You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. - 1 (somatic) The spell has a range of touch. - 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 - 3 (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst. - - **Heightened (+1)** The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8. ---- -# `=this.name` -==healing== | ==positive== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Horizon Thunder Sphere.md b/content/Mechanics/Spells/Spells/Level 1/Horizon Thunder Sphere.md deleted file mode 100644 index fff1d164e..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Horizon Thunder Sphere.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Horizon Thunder Sphere -alias: Horizon Thunder Sphere -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: attack -traditions: [arcane, primal] -time: 2 to 3 rounds -pf2etime: "" -range: varies -target: 1 creature -source: "Pathfinder Secrets of Magic" -traits: - - common - - attack - - electricity - - evocation -components: -description: > - You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is [[Dazzled]] for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. - **2** (somatic, verbal) This spell has a range of 30 feet. - **3** (material, somatic, verbal) This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target. - - **Two Rounds** If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon. - - **Heightened (+1)** The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6 electricity, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1 electricity. ---- -# `=this.name` -==attack== | ==electricity== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Ill Omen.md b/content/Mechanics/Spells/Spells/Level 1/Ill Omen.md deleted file mode 100644 index 0acdb47dd..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Ill Omen.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Ill Omen -alias: Ill Omen -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 1 -school: divination -type: save -traditions: [occult] -deities: Ahriman, Azathoth, Gyronna, Imot, Lubaiko, Sifkesh, Zyphus -lesson: lesson of calamity -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Advanced Player's Guide" -duration: 1 round -save: will -basic: false -traits: - - common - - curse - - misfortune - - divination -components: - - somatic - - verbal -description: > - The target is struck with misfortune, which throws them off balance. The target must attempt a Will save. - - **Success** The target is unaffected. - **Failure** The first time during the duration that target rolls an attack roll or skill check, it must roll twice and take the worse result. - **Critical Failure** Every time during the duration that the target rolls an attack roll or skill check, it must roll twice and take the worse result. ---- -# `=this.name` -==curse== | ==misfortune== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Lesson** `=this.lesson` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Illusory Disguise.md b/content/Mechanics/Spells/Spells/Level 1/Illusory Disguise.md deleted file mode 100644 index 8bb057367..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Illusory Disguise.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Illusory Disguise -alias: Illusory Disguise -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Hastur, Likha, Mahathallah, Nivi Rhombodazzle, Norgorber, Sivanah, The Lantern King -bloodline: hag, genie -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - visual - - illusion -components: - - somatic - - verbal -description: > - 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. - - **Heightened (2nd)** The spell also disguises your voice and scent, and it gains the auditory and olfactory traits. - **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 and olfactory traits. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Illusory Object.md b/content/Mechanics/Spells/Spells/Level 1/Illusory Object.md deleted file mode 100644 index 883592370..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Illusory Object.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Illusory Object -alias: Illusory Object -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Abadar -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -area: 20-foot burst -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - visual - - illusion -components: - - somatic - - verbal -description: > - 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. - - **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. - **Heightened (5th)** As the 2nd-level version, but the duration is unlimited. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Imprint Message.md b/content/Mechanics/Spells/Spells/Level 1/Imprint Message.md deleted file mode 100644 index d58af28e7..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Imprint Message.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -name: Imprint Message -alias: Imprint Message -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 1 -school: divination -type: utility -traditions: [occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 object -source: "Pathfinder Advanced Player's Guide" -traits: - - common - - divination -components: - - somatic - - verbal -description: > - You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts [[Object Reading]] on the target object, replacing any emotional events the item was present for. If the object is in the area of a [[Retrocognition]] spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions. - If the object is targeted with [[Read Aura]] of a higher spell level than imprint message, the caster learns that the object has been magically modified. When you Cast this Spell, any prior vibrations placed on an object by previous castings of imprint message fade. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Inkshot.md b/content/Mechanics/Spells/Spells/Level 1/Inkshot.md deleted file mode 100644 index b7809fd69..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Inkshot.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Inkshot -alias: Inkshot -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/attack - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: conjuration -type: attack -traditions: [occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Kingmaker" -traits: - - rare - - poison - - conjuration -components: - - somatic - - verbal -description: > - A spray of viscous, toxic ink jets from your fingertip to strike a target creature in the face. Make a spell attack roll against the target. On a hit, you deal 2d6 poison damage, plus you blast the target's eyes, making them [[Dazzled]] for 1 round as the stinging ink blurs and distorts the creature's vision. On a critical hit, double the poison damage, and the target becomes dazzled for 1 minute by the foul ink. - The ink stain remains for 1 hour before fading, although vigorous cleansing (or magic such as a prestidigitation cantrip) can remove the ink before then. - - **Heightened (+1)** Increase the base poison damage by 2d6. ---- -# `=this.name` -==rare== | ==poison== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Invisible Item.md b/content/Mechanics/Spells/Spells/Level 1/Invisible Item.md deleted file mode 100644 index 19aef0b05..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Invisible Item.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Invisible Item -alias: Invisible Item -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: illusion -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 object -source: "Pathfinder Advanced Player's Guide" -duration: 1 hour -traits: - - common - - illusion -components: - - material - - somatic -description: > - You make the object [[Invisible]]. This makes it [[Undetected]] to all creatures, though the creatures can attempt to find the target, making it [[Hidden]] to them instead if they succeed. If the item is used as part of a hostile action, the spell ends after that hostile action is completed. Making a weapon invisible typically doesn't give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker. - - **Heightened (3rd)** The duration is until the next time you make your daily preparations. - **Heightened (7th)** The duration is unlimited. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Item Facade.md b/content/Mechanics/Spells/Spells/Level 1/Item Facade.md deleted file mode 100644 index ef4de84da..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Item Facade.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Item Facade -alias: Item Facade -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: illusion -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 object no more than 10 feet by 10 feet by 10 feet -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - visual - - illusion -components: - - somatic - - verbal -description: > - 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. - - **Heightened (2nd)** The duration is 24 hours. - **Heightened (3rd)** The duration is unlimited. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Jump.md b/content/Mechanics/Spells/Spells/Level 1/Jump.md deleted file mode 100644 index a418664ee..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Jump.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Jump -alias: Jump -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: transmutation -type: utility -traditions: [arcane, primal] -deities: Gogunta, Irori, Kabriri, Sun Wukong -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -traits: - - common - - move - - transmutation -components: - - somatic -description: > - 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. - - **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. ---- -# `=this.name` -==move== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Juvenile Companion.md b/content/Mechanics/Spells/Spells/Level 1/Juvenile Companion.md deleted file mode 100644 index cb2b711c7..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Juvenile Companion.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Juvenile Companion -alias: Juvenile Companion -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 1 -school: transmutation -type: utility -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: your companion -source: "Pathfinder Secrets of Magic" -duration: 10 minutes -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You transform your companion into its juvenile form, such as a cub, foal, kitten, puppy, or piglet, making the target appear harmless. It becomes Tiny (if it was larger), and its reach is reduced to 0 feet. All of its Speeds are halved (to a minimum Speed of 5 feet), and it gains weakness 5 to physical damage. In all other ways, its abilities and statistics are unchanged. - If your companion uses a hostile action, juvenile companion ends. This spell has no effect on a companion that doesn't have a juvenile form. - - **Heightened (2nd)** The duration increases to 1 hour. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Kinetic Ram.md b/content/Mechanics/Spells/Spells/Level 1/Kinetic Ram.md deleted file mode 100644 index f1268b146..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Kinetic Ram.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Kinetic Ram -alias: Kinetic Ram -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: evocation -type: save -traditions: [arcane, occult] -time: 1 to 3 -pf2etime: "" -range: varies -target: 1 or more creatures -source: "Pathfinder Dark Archive" -save: fortitude -basic: false -traits: - - common - - force - - evocation -components: - - verbal -description: > - Gathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spell must succeed at a Fortitude saving throw or be pushed 10 feet away from you (or 20 feet on a critical failure). The spell's area or range and how many creatures it affects is based on how many actions you spend when Casting the Spell. - - 1 The spell targets one creature within 15 feet. - 2 The spell targets one creature within 30 feet. The distance the target is pushed if it fails is doubled, and on a critical failure, the target is also knocked [[Prone]] and takes 1d6 bludgeoning damage. - 3 The spell targets all creatures in a 5-foot emanation. ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Lock.md b/content/Mechanics/Spells/Spells/Level 1/Lock.md deleted file mode 100644 index 0e2e8a83b..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Lock.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Lock -alias: Lock -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: abjuration -type: utility -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 lock, or a door or container with a latch -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (2nd)** The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Lose the Path.md b/content/Mechanics/Spells/Spells/Level 1/Lose the Path.md deleted file mode 100644 index f7d5e8a78..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Lose the Path.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Lose the Path -alias: Lose the Path -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: illusion -type: save -traditions: [occult, primal] -time: reaction -pf2etime: "*⬲{ .Pathfinder }*" -trigger: A creature in range Strides -range: 60 feet -target: the triggering creature -source: "Pathfinder Secrets of Magic" -save: will -basic: false -traits: - - common - - mental - - visual - - illusion -components: - - somatic -description: > - You surround a moving creature with lifelike illusions, shifting their perception of the terrain to subtly lead them off course. The target must attempt a Will save. Regardless of the result, the creature is immune to lose the path for 1 hour. - - **Success** The creature is unaffected. - **Failure** The creature treats all squares as difficult terrain for its Stride. - **Critical Failure** As failure, except that you determine where the target moves during the Stride, though you can't move it into hazardous terrain or to a place it can't stand. ---- -# `=this.name` -==mental== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Mage Armor.md b/content/Mechanics/Spells/Spells/Level 1/Mage Armor.md deleted file mode 100644 index de256c234..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Mage Armor.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Mage Armor -alias: Mage Armor -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: abjuration -type: utility -traditions: [arcane, occult] -deities: Arshea, Demon Bringers, Kazutal, Keepers of the Hearth, Lymnieris, Milani, Valmallos, Wadjet -bloodline: wyrmblessed -lesson: lesson of protection -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (4th)** You gain a +1 item bonus to saving throws. - **Heightened (6th)** The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws. - **Heightened (8th)** The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws. - **Heightened (10th)** The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Lesson**: `=this.lesson` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Magic Aura.md b/content/Mechanics/Spells/Spells/Level 1/Magic Aura.md deleted file mode 100644 index aadf8001a..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Magic Aura.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Magic Aura -alias: Magic Aura -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: illusion -type: utility -traditions: [arcane, occult] -time: 1 minute -pf2etime: "" -range: touch -target: 1 object of 3 bulk or less -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - uncommon - - illusion -components: - - material - - somatic - - verbal -description: > - 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 [[Read 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. - - **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. ---- -# `=this.name` -==uncommon== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Magic Stone.md b/content/Mechanics/Spells/Spells/Level 1/Magic Stone.md deleted file mode 100644 index f65fdb5f3..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Magic Stone.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Magic Stone -alias: Magic Stone -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 1 -school: necromancy -type: utility -traditions: [divine, primal] -spelllist: elemental -time: 1 to 3 -pf2etime: "" -range: touch -target: 1 to 3 non-magical stones or sling bullets -source: "Pathfinder Advanced Player's Guide" -duration: 1 minute -traits: - - common - - positive - - necromancy -components: - - somatic - - verbal -description: > - You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-magical stone or sling bullet for every action you use Casting this Spell. The stones must be unattended or carried by you or a willing ally. The stones become +1 striking disrupting Sling Bullets. Each stone can be used only once, after which it crumbles to dust. ---- -# `=this.name` -==positive== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Mending.md b/content/Mechanics/Spells/Spells/Level 1/Mending.md deleted file mode 100644 index 17b184a8e..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Mending.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Mending -alias: Mending -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: transmutation -type: utility -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 10 minutes -pf2etime: "" -range: touch -target: non-magical object of light Bulk or less -source: "Pathfinder Core Rulebook" -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - 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. - - **Heightened (2nd)** You can target a non-magical object of 1 Bulk or less. - **Heightened (3rd)** You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Message Rune.md b/content/Mechanics/Spells/Spells/Level 1/Message Rune.md deleted file mode 100644 index 9b5eb98ee..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Message Rune.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Message Rune -alias: Message Rune -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: divination -type: utility -traditions: [arcane, occult] -deities: Lissala, Mephistopheles, Nyarlathotep (The Crawling Chaos), Pillars of Knowledge, Thoth, Ydajisk -time: 5 minutes -pf2etime: "" -range: touch -target: 1 flat unattended surface -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 day -traits: - - common - - mental - - linguistic - - divination -components: - - material - - somatic - - verbal -description: > - You record a message up to 5 minutes long and inscribe a special rune on any flat unattended surface within reach. The nature of the rune's appearance is up to you, but it is visible to everyone and it must be no smaller than 2 inches in diameter. You also specify a trigger that creatures must meet to activate the rune. For the duration of the spell, creatures who meet the criteria of the trigger can touch the rune to hear the recorded message in their head as though you were speaking to them telepathically. You know when someone is listening to the message, but you do not know who is listening to it. You can Dismiss the spell. ---- -# `=this.name` -==mental== | ==linguistic== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Movanic Glimmer.md b/content/Mechanics/Spells/Spells/Level 1/Movanic Glimmer.md deleted file mode 100644 index 9b88ae1ba..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Movanic Glimmer.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Movanic Glimmer -alias: Movanic Glimmer -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 1 -school: enchantment -type: utility -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 animal -source: "Pathfinder #183: Field of Maidens" -duration: until you next perform your daily preparations -traits: - - uncommon - - good - - mental - - transmutation - - enchantment -components: - - somatic - - verbal -description: > - You give the target animal a glimmer of awareness, not truly awakening it but allowing it to better understand its surroundings. The target gains a +2 status bonus to Perception checks and Will saves, and any Nature checks to Command the target Animal gain a +1 status bonus from its increased understanding. Additionally, if the target animal has the minion trait, it can take one action each turn even if its master doesn't use an action to Command it, which it can use to perform any basic action it knows. This doesn't prevent a target that was summoned from disappearing if its summoner doesn't Sustain the Spell, but does allow the target to perform one action before disappearing. - - **Heightened (8th)** You can target up to 5 animals. ---- -# `=this.name` -==uncommon== | ==good== | ==mental== | ==transmutation== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Negate Aroma.md b/content/Mechanics/Spells/Spells/Level 1/Negate Aroma.md deleted file mode 100644 index ed2dcf1d9..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Negate Aroma.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Negate Aroma -alias: Negate Aroma -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: abjuration -type: utility -traditions: [arcane, primal] -deities: Skode -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 willing creature -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (5th)** The range increases to 30 feet, and you can target up to 10 creatures. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Nettleskin.md b/content/Mechanics/Spells/Spells/Level 1/Nettleskin.md deleted file mode 100644 index db99f01e0..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Nettleskin.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Nettleskin -alias: Nettleskin -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 1 -school: transmutation -type: utility -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: self -target: self -source: "Pathfinder Adventure: Threshold of Knowledge" -duration: 1 minute -traits: - - uncommon - - plant - - transmutation -components: - - somatic - - verbal -description: > - Thorns sprout from your body; they pass through and don't damage any clothing or armor you wear. - Adjacent creatures that hit you with a melee or unarmed attack take 1d4 piercing damage as the nettles jab them and break off. Each time a creature takes damage in this way, nettleskin's duration decreases by 1 round. - - **Heightened (+1)** The damage increases by 1d4. ---- -# `=this.name` -==uncommon== | ==plant== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Noxious Vapors.md b/content/Mechanics/Spells/Spells/Level 1/Noxious Vapors.md deleted file mode 100644 index 9d9084591..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Noxious Vapors.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Noxious Vapors -alias: Noxious Vapors -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 10-foot emanation -source: "Pathfinder Advanced Player's Guide" -duration: 1 round -save: fortitude -basic: true -traits: - - common - - poison - - evocation -components: - - somatic - - verbal -description: > - You emit a cloud of toxic smoke that temporarily obscures you from sight. Each creature except you in the area when you Cast the Spell takes 1d6 poison damage (basic Fortitude save). A creature that critically fails the saving throw also becomes [[Sickened]] 1. All creatures in the area become [[Concealed]], and all creatures outside the smoke become Concealed to creatures within it. This smoke can be dispersed by a strong wind. - - **Heightened (+1)** The damage increases by 1d6 poison. ---- -# `=this.name` -==poison== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Nudge the Odds.md b/content/Mechanics/Spells/Spells/Level 1/Nudge the Odds.md deleted file mode 100644 index 93547c680..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Nudge the Odds.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Nudge the Odds -alias: Nudge the Odds -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: divination -type: utility -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 hour -traits: - - uncommon - - divination -components: - - somatic - - verbal -description: > - You bestow yourself supernaturally good luck at cards, dice, and other games of chance. You gain a +1 status bonus to Games Lore checks to gamble, and if you roll a critical failure on such a check, you get a failure instead; however, the spell is too short-lived to use for Earn Income checks from gambling. - When you're under the effect of nudge the odds, one facial feature, such as a lock of hair or the iris of an eye, transforms to a distinctive golden color; the GM chooses which feature when you cast the spell. This change resists all magical efforts to conceal it, though it can be hidden or covered by mundane means. A creature noticing the feature can identify the spell using Recall Knowledge. Because it prevents losing big, gamblers consider nudge the odds a repugnant form of cheating. If you're caught using the spell, you are likely to suffer serious consequences, depending on the nature of the gamblers you cheated. - - **Heightened (5th)** The status bonus increases to +2, and the duration increases to last until the next time you make your daily preparations. If you continue spending your spell slot to keep the duration active, this allows you to apply the effect to a downtime check to Earn Income. ---- -# `=this.name` -==uncommon== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Object Reading.md b/content/Mechanics/Spells/Spells/Level 1/Object Reading.md deleted file mode 100644 index 8d26429bc..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Object Reading.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Object Reading -alias: Object Reading -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 1 -school: divination -type: utility -traditions: [occult] -deities: Cosmic Caravan -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -target: 1 object -source: "Pathfinder Advanced Player's Guide" -traits: - - common - - divination -components: - - somatic - - verbal -description: > - You place a hand on an object to learn a piece of information about an emotional event that occurred involving the object within the past week, determined by the GM. If you cast object reading on the same item multiple times, you can either concentrate on a single event to gain additional pieces of information about that event, or you can gain a piece of information about another emotional event in the applicable time frame. - - **Heightened (2nd)** You can learn about an event that occurred within the last month. - **Heightened (4th)** You can learn about an event that occurred within the last year. - **Heightened (6th)** You can learn about an event that occurred within the last decade. - **Heightened (8th)** You can learn about an event that occurred within the last century. - **Heightened (9th)** You can learn about an event that occurred within the entirety of the object's history. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Pass Without Trace.md b/content/Mechanics/Spells/Spells/Level 1/Pass Without Trace.md deleted file mode 100644 index 3e71ac630..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Pass Without Trace.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Pass Without Trace -alias: Pass Without Trace -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 1 -school: abjuration -type: save -traditions: [primal] -deities: Kalekot, Ketephys, Ng, Tanagaar -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (2nd)** The duration increases to 8 hours. - **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. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Penumbral Shroud.md b/content/Mechanics/Spells/Spells/Level 1/Penumbral Shroud.md deleted file mode 100644 index 9699ebac4..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Penumbral Shroud.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Penumbral Shroud -alias: Penumbral Shroud -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: evocation -type: save -traditions: [arcane, occult] -deities: Black Butterfly, Count Ranalc, Kerkamoth, Nocticula, Set, Thamir -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 10 minutes -save: reflex -basic: false -traits: - - common - - darkness - - evocation -components: - - somatic - - verbal -description: > - You envelop the target in a shroud of shadow. The target perceives light as one step lower than it actually is (bright light becomes dim light, for example), affecting their ability to sense creatures and objects accordingly. The shroud also provides the target a +1 status bonus to saving throws against light effects. While this effect is helpful to creatures sensitive to light, if the creature is unwilling, it can attempt a Reflex save to avoid the shroud and reduce the effect. - - **Critical Success** The target is unaffected. - **Success** The effect lasts for 1 round. - **Failure** The effect lasts its normal duration. ---- -# `=this.name` -==darkness== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Personal Rain Cloud.md b/content/Mechanics/Spells/Spells/Level 1/Personal Rain Cloud.md deleted file mode 100644 index d62cce4e9..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Personal Rain Cloud.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Personal Rain Cloud -alias: Personal Rain Cloud -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder #151: The Show Must Go On" -duration: 1 minute -save: reflex -basic: false -traits: - - uncommon - - water - - evocation -components: - - somatic - - verbal -description: > - You conjure a 5-foot-wide rain cloud that follows the target wherever it goes. It stays roughly an arm's length overhead, unless it must drift lower to fit under a ceiling. The cloud rains constantly on the target, keeping it wet and dampening the ground in the wake of any movement. The rain extinguishes non-magical flames. The target gains fire resistance 2. Creatures with weakness to water take damage equal to their weakness at the end of each of their turns. Creatures can attempt a Reflex save to avoid the cloud. - - **Heightened (+1)** The amount of fire resistance increases by 2. ---- -# `=this.name` -==uncommon== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Pest Form.md b/content/Mechanics/Spells/Spells/Level 1/Pest Form.md deleted file mode 100644 index d1968dd2c..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Pest Form.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Pest Form -alias: Pest Form -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: transmutation -type: utility -traditions: [arcane, primal] -deities: Bastet, Daikitsu, Grandmother Spider -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You transform into 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, and you can't make Strikes. You can Dismiss the spell. - You gain the following statistics and abilities: - - AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. - Speed 20 feet. - Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) - Low-light vision and imprecise scent 30 feet. - Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier -4. - - **Heightened (4th)** You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Pet Cache.md b/content/Mechanics/Spells/Spells/Level 1/Pet Cache.md deleted file mode 100644 index d58ffc3d8..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Pet Cache.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Pet Cache -alias: Pet Cache -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: conjuration -type: utility -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: touch -target: 1 willing creature that is your animal companion or familiar -source: "Pathfinder Advanced Player's Guide" -duration: 8 hours -traits: - - common - - extradimensional - - conjuration -components: - - somatic -description: > - You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration. - You can Dismissthe spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered). ---- -# `=this.name` -==extradimensional== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Phantom Pain.md b/content/Mechanics/Spells/Spells/Level 1/Phantom Pain.md deleted file mode 100644 index d6835797f..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Phantom Pain.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Phantom Pain -alias: Phantom Pain -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 1 -school: illusion -type: save -traditions: [occult] -deities: Diomazul, Doloras, Groetus, Shax, Stag Mother of the Forest of Stones, The Godclaw, Vildeis, Zon-Kuthon -lesson: lesson of vengeance -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: will -basic: false -traits: - - common - - mental - - nonlethal - - illusion -components: - - somatic - - verbal -description: > - Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent Mental damage. The target must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** The target takes full initial damage but no [[Persistent Mental Damage]], and the spell ends immediately. - **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. - **Critical Failure** As failure, but the target is [[Sickened]] 2. - - **Heightened (+1)** The damage increases by 2d4 and the Persistent Damage by 1d4. ---- -# `=this.name` -==mental== | ==nonlethal== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Lesson**: `=this.lesson` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Pocket Library.md b/content/Mechanics/Spells/Spells/Level 1/Pocket Library.md deleted file mode 100644 index 876131820..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Pocket Library.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Pocket Library -alias: Pocket Library -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: divination -type: utility -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 24 hours -traits: - - common - - extradimensional - - divination -components: - - material - - somatic - - verbal -description: > - You collect information from the world's libraries about a particular subject and store it in an extradimensional library. When you Cast this Spell, choose any skill in which you are at least trained that has the Recall Knowledge action. - During the duration of this spell, you can call forth a tome from the extradimensional library when attempting a Recall Knowledge check using your chosen skill. This is part of the action to Recall Knowledge. You must have a hand free to do so. The tome appears in your hand, open to an appropriate page. This grants you a +1 status bonus on the Recall Knowledge check. If you roll a critical failure on this check, you get a failure instead. If the roll is successful and the subject is a creature, you gain additional information or context about the creature. Once you reference a book from your pocket library, the spell ends. - - **Heightened (3rd)** The status bonus increases to +2 and you can reference your pocket library twice before the spell ends. - **Heightened (6th)** The status bonus increases to +3 you can reference your pocket library three times before the spell ends. - **Heightened (9th)** The status bonus increases to +4 and you can reference your pocket library four times before the spell ends. - ---- -# `=this.name` -==extradimensional== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Protection.md b/content/Mechanics/Spells/Spells/Level 1/Protection.md deleted file mode 100644 index 2e6931d79..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Protection.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Protection -alias: Protection -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: abjuration -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - uncommon - - abjuration -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Protector Tree.md b/content/Mechanics/Spells/Spells/Level 1/Protector Tree.md deleted file mode 100644 index ef9c9e031..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Protector Tree.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Protector Tree -alias: Protector Tree -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 1 -school: conjuration -type: utility -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - plant - - conjuration -components: - - somatic - - verbal -description: > - A Medium tree suddenly grows in an unoccupied square within range. The tree has AC 10 and 10 Hit Points. Whenever an ally adjacent to the tree is hit by a Strike, the tree interposes its branches and takes the damage first. Any additional damage beyond what it takes to reduce the tree to 0 Hit Points is dealt to the original target. The tree isn't large enough to impede movement through its square. If the tree is in soil and survives to the end of the spell's duration, it remains as an ordinary, non-magical tree, and continues to grow and thrive. The GM might determine that the tree disappears immediately in certain inhospitable situations. - - **Heightened (+1)** The tree has an additional 10 Hit Points. ---- -# `=this.name` -==plant== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Pummeling Rubble.md b/content/Mechanics/Spells/Spells/Level 1/Pummeling Rubble.md deleted file mode 100644 index ef49b40fc..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Pummeling Rubble.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Pummeling Rubble -alias: Pummeling Rubble -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 15-foot cone -source: "Pathfinder Advanced Player's Guide" -save: reflex -basic: false -traits: - - common - - earth - - evocation -components: - - somatic - - verbal -description: > - A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is pushed 5 feet away from you. - **Critical Failure** The creature takes double damage and is pushed 10 feet away from you. - - **Heightened (+1)** Increase the damage by 2d4. ---- -# `=this.name` -==earth== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Purifying Icicle.md b/content/Mechanics/Spells/Spells/Level 1/Purifying Icicle.md deleted file mode 100644 index fae7fa970..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Purifying Icicle.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Purifying Icicle -alias: Purifying Icicle -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 1 -school: evocation -type: attack -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -traits: - - uncommon - - cold - - positive - - evocation -components: - - somatic - - verbal -description: > - You evoke life essence into the form of water and freeze it, then launch the icicle at a foe. Make a spell attack roll. On a success, the icicle deals 2d6 piercing damage and 1d6 cold damage, and if the target is undead, the icicle deals an additional 1d4 positive damage. On a critical success, the target takes double damage and takes a -10-foot circumstance penalty to its Speeds for 1 round as the icicle lodges inside them before melting away. - - **Heightened (+1)** The piercing damage and cold damage each increase by 1d6. The positive damage increases by 1d4. ---- -# `=this.name` -==uncommon== | ==cold== | ==positive== | ==evocation== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Putrefy Food and Drink.md b/content/Mechanics/Spells/Spells/Level 1/Putrefy Food and Drink.md deleted file mode 100644 index 0f070fa90..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Putrefy Food and Drink.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Putrefy Food and Drink -alias: Putrefy Food and Drink -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 1 -school: necromancy -type: utility -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 cubic foot of clean food or water -source: "Pathfinder #158: Sixty Feet Under" -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - You cause otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy Water, Unholy Water, and similar food and drink of significance are spoiled by this spell, unless they are associated with a deity of decay or putrefaction, but it has no effect on creatures of any type, potions, or alchemical elixirs. One cubic foot of liquid is roughly 8 gallons. - - **Heightened (2nd)** You can target an alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir spoils and becomes a mundane item. - **Heightened (3rd)** You can target a potion or alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir or potion spoils and becomes a mundane item. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Quick Sort.md b/content/Mechanics/Spells/Spells/Level 1/Quick Sort.md deleted file mode 100644 index 88f22c359..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Quick Sort.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Quick Sort -alias: Quick Sort -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: transmutation -type: utility -traditions: [arcane, divine, occult, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 10 feet -target: up to 200 unattended objects in range, each of light Bulk or less -source: "Pathfinder Secrets of Magic" -duration: up to 1 minute -traits: - - common - - transmutation -components: - - material - - somatic - - verbal -description: > - You magically sort a group of objects into neat stacks or piles. You can sort the objects in two different ways. The first option is to separate them into different piles depending on an easily observed factor, such as color or shape. Alternatively, you can sort the objects into ordered stacks depending on a clearly indicated notation, such as a page number, title, or date. The objects sort themselves throughout the duration, though it takes less time per object to sort a smaller number of objects, down to a single round for 30 or fewer objects. - - **Heightened (3rd)** The spell can sort up to 400 objects in a minute, or 60 objects in a round. - **Heightened (5th)** The spell can sort up to 800 objects in a minute, or 120 objects in a round. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Ray of Enfeeblement.md b/content/Mechanics/Spells/Spells/Level 1/Ray of Enfeeblement.md deleted file mode 100644 index fa2ea868a..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Ray of Enfeeblement.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Ray of Enfeeblement -alias: Ray of Enfeeblement -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: necromancy -type: attack -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: fortitude -basic: false -traits: - - common - - attack - - necromancy -components: - - somatic - - verbal -description: > - A ray that saps 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 to determine the spell's effect. If your attack roll is a critical success, use the outcome for one degree of success worse than the result of its save. - - **Critical Success** The target is unaffected. - **Success** The target becomes [[Enfeebled]] 1. - **Failure** The target becomes [[Enfeebled]] 2. - **Critical Failure** The target becomes [[Enfeebled]] 3. ---- -# `=this.name` -==attack== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Restyle.md b/content/Mechanics/Spells/Spells/Level 1/Restyle.md deleted file mode 100644 index e235368aa..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Restyle.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Restyle -alias: Restyle -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: transmutation -type: utility -traditions: [arcane, divine, occult, primal] -time: 1 minute -pf2etime: "" -range: touch -target: 1 piece of clothing currently worn by you or an ally -source: "Pathfinder Secrets of Magic" -duration: unlimited -traits: - - common - - transmutation -components: - - material - - somatic - - verbal -description: > - You permanently change the appearance of one piece of clothing currently worn by you or an ally to better fit your aesthetic sensibilities. You can change its color, texture, pattern, and other minor parts of its design, but the changes can't alter the clothing's overall shape, size, or purpose. The changes can't increase the quality of the craftsmanship or artistry of the piece of clothing, but particularly gauche choices for the new color and pattern might decrease its aesthetic appeal. This spell transforms existing materials into the desired appearance and never alters the material or creates more material than what's originally part of the object. The object's statistics also remain unchanged. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Sanctuary.md b/content/Mechanics/Spells/Spells/Level 1/Sanctuary.md deleted file mode 100644 index 915515e83..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Sanctuary.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Sanctuary -alias: Sanctuary -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: abjuration -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - 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. - **Critical Success** Sanctuary ends. - **Success** The creature can attempt its attack and any other attacks against the target this turn. - **Failure** The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn. - **Critical Failure** The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Schadenfreude.md b/content/Mechanics/Spells/Spells/Level 1/Schadenfreude.md deleted file mode 100644 index 2a47e9fa2..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Schadenfreude.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Schadenfreude -alias: Schadenfreude -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: enchantment -type: save -traditions: [arcane, divine, occult] -time: reaction -pf2etime: "*⬲{ .Pathfinder }*" -trigger: You critically fail a saving throw against a foe's effect. -range: 30 feet -target: the triggering foe -source: "Pathfinder Secrets of Magic" -save: will -basic: false -traits: - - common - - emotion - - mental - - enchantment -components: - - verbal -description: > - You distract your enemy with their feeling of smug pleasure when you fail catastrophically. They must attempt a Will save. - - **Critical Success** The creature is unaffected. - **Success** The creature is distracted by its amusement and takes a -1 status penalty on Perception checks and Will saves for 1 round. - **Failure** The creature is overcome by its amusement and is [[Stupefied]] 1 for 1 round. - **Critical Failure** The creature is lost in its amusement and is [[Stupefied]] 2 for 1 round and [[Stunned]] 1. ---- -# `=this.name` -==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Scorching Blast.md b/content/Mechanics/Spells/Spells/Level 1/Scorching Blast.md deleted file mode 100644 index eb21b478d..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Scorching Blast.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Scorching Blast -alias: Scorching Blast -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: evocation -type: attack -traditions: [arcane, occult, primal] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -source: "Pathfinder Kingmaker" -duration: until the end of your turn -traits: - - rare - - fire - - evocation -components: - - somatic -description: > - You evoke a mass of fire into the air around your outstretched fist. For the remainder of your turn, you can blast targets within 30 feet with this fire by spending a single action which has the attack and concentrate traits. When you do so, attempt a ranged spell attack roll. If you hit, you inflict 2d8 fire damage. On a critical hit, the target takes 1d6 persistent fire damage. - - **Heightened (+1)** The base damage increases by 1d8 and the persistent fire damage on a critical hit increases by 2. ---- -# `=this.name` -==rare== | ==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Scouring Sand.md b/content/Mechanics/Spells/Spells/Level 1/Scouring Sand.md deleted file mode 100644 index 48fcaf599..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Scouring Sand.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Scouring Sand -alias: Scouring Sand -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 10-foot burst -source: "Pathfinder #151: The Show Must Go On" -duration: sustained for up to 1 minute -save: reflex -basic: false -traits: - - uncommon - - earth - - evocation -components: - - somatic - - verbal -description: > - You blast the area with grit that scours away soil and gets into creatures' eyes. For the duration of the spell, any plant-based difficult terrain smaller than a tree becomes loose, allowing each 5-foot square of it to be cleared with a single Interact action. In addition, scouring sand attempts to counteract [[Entangle]] and other effects that create or manipulate plant-based terrain in its area. Successfully counteracting an effect removes only the portion of its area that overlaps with scouring sand's area. After one such attempt, the effect is temporarily immune to scouring sand's counteract for 24 hours. Each creature in the area when you Cast this Spell or that ends its turn in the area must attempt a Reflex save. - - **Success** The creature is unaffected. - **Failure** The creature is [[Dazzled]] for 1 minute or until it uses an Interact action to get the sand out of its eyes. - **Critical Failure** As failure, but the creature is also [[Blinded]] for its next action. - - **Heightened (3rd)** Once per round when you Sustain the Spell, you can move the center of the burst to a spot within range. - **Heightened (6th)** As the 3rd-level version, except the range is 120 feet and the area is a 20-foot burst. ---- -# `=this.name` -==uncommon== | ==earth== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Seashell of Stolen Sound.md b/content/Mechanics/Spells/Spells/Level 1/Seashell of Stolen Sound.md deleted file mode 100644 index dfc58f4ee..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Seashell of Stolen Sound.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Seashell of Stolen Sound -alias: Seashell of Stolen Sound -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: divination -type: utility -traditions: [arcane, occult, primal] -time: reaction -pf2etime: "*⬲{ .Pathfinder }*" -trigger: A creature within range begins to make a sound. -range: 30 feet -source: "Pathfinder Secrets of Magic" -duration: until your next daily preparations -cost: An unbroken seashell (not consumed) -traits: - - common - - sonic - - divination -components: - - focus - - verbal -description: > - - You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you Cast the Spell, magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell. - You or another creature can then play the sound back from the seashell during the spell's duration by Interacting with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends. - As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special auditory or sonic effects of the sound. ---- -# `=this.name` -==sonic== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range` -**Duration** `=this.duration` -**Cost** `=this.cost` -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Share Lore.md b/content/Mechanics/Spells/Spells/Level 1/Share Lore.md deleted file mode 100644 index 66722baee..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Share Lore.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Share Lore -alias: Share Lore -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: divination -type: utility -traditions: [arcane, occult] -deities: Abraxas, Gruhastha, Matravash, Mazludeh, Saloc, The Endless Road, The Enlightened Scholar's Path, Winlas, Zohls -time: 1 minute -pf2etime: "" -range: touch -target: up to 3 creatures -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 10 minutes -traits: - - common - - mental - - divination -components: -description: > - You share your knowledge with the touched creatures. Choose one Lore skill in which you are trained. The targets become trained in that Lore skill for the duration of the spell. - - **Heightened (3rd)** The duration of the spell is 1 hour and you can target up to five creatures. - **Heightened (5th)** The duration of the spell is 8 hours, you can target up to five creatures, and you can share up to two Lore skills in which you are trained. ---- -# `=this.name` -==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Shattering Gem.md b/content/Mechanics/Spells/Spells/Level 1/Shattering Gem.md deleted file mode 100644 index 3a93d9690..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Shattering Gem.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Shattering Gem -alias: Shattering Gem -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: abjuration -type: save -traditions: [arcane, primal] -deities: Ashukharma, Mammon, Sairazul, Yuelral -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 minute -save: reflex -basic: true -traits: - - common - - earth - - abjuration -components: - - somatic - - verbal -description: > - A large gem floats around the target in an erratic pattern. The gem has 5 Hit Points. Each time a creature Strikes the target, the target attempts a DC 11 Flat check. On a success, the gem blocks the attack, so the attack first damages the gem and then applies any remaining damage to the target. If the gem is reduced to 0 Hit Points, it shatters, immediately dealing the creature that destroyed it 1d8 slashing damage (basic Reflex save), as long as that creature is within 10 feet of the target. - - **Heightened (+1)** The gem has 5 additional HP, and the damage dealt by its detonation increases by 1d8. ---- -# `=this.name` -==earth== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Shocking Grasp.md b/content/Mechanics/Spells/Spells/Level 1/Shocking Grasp.md deleted file mode 100644 index c5d6ce3cc..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Shocking Grasp.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Shocking Grasp -alias: Shocking Grasp -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: attack -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - attack - - electricity - - evocation -components: - - somatic - - verbal -description: > - 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]]. - - **Heightened (+1)** The damage increases by 1d12, and the persistent electricity damage increases by 1. ---- -# `=this.name` -==attack== | ==electricity== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Shockwave.md b/content/Mechanics/Spells/Spells/Level 1/Shockwave.md deleted file mode 100644 index 9ba6c6499..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Shockwave.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Shockwave -alias: Shockwave -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: save -traditions: [arcane, primal] -deities: Ayrzul, Ragdya, Yamatsumi -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 15-foot cone -source: "Pathfinder Lost Omens: Gods & Magic" -save: reflex -basic: false -traits: - - common - - earth - - evocation -components: - - somatic - - verbal -description: > - You create a wave of energy that ripples through the earth. Terrestrial creatures in the affected area must attempt a Reflex save to avoid stumbling as the shockwave shakes the ground. - - **Critical Success** The creature is unaffected. - **Success** The creature is [[Flat-Footed]] until the start of its next turn. - **Failure** The creature falls [[Prone]]. - **Critical Failure** As failure, plus the creature takes 1d6 damage. - - **Heightened (+1)** The area increases by 5 feet (to a 20-foot cone at 2nd level, and so on). ---- -# `=this.name` -==earth== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Sleep.md b/content/Mechanics/Spells/Spells/Level 1/Sleep.md deleted file mode 100644 index c89f555a8..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Sleep.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -name: Sleep -alias: Sleep -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Bes, Desna, Kitumu, Lady Jingxi, Luhar, The Prismatic Ray -theme: night -lesson: lesson of dreams -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -area: 5-foot burst -source: "Pathfinder Core Rulebook" -save: will -basic: false -traits: - - common - - incapacitation - - mental - - sleep - - enchantment -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The creature is unaffected. - **Success** The creature takes a -1 status penalty to Perception checks for 1 round. - **Failure** The creature falls Unconscious. If it's still Unconscious after 1 minute, it wakes up automatically. - **Critical Failure** The creature falls Unconscious. If it's still Unconscious after 1 hour, it wakes up automatically. - - **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. ---- -# `=this.name` -==incapacitation== | ==mental== | ==sleep== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Patron Theme** `=this.theme` -**Lesson**: `=this.lesson` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Snowball.md b/content/Mechanics/Spells/Spells/Level 1/Snowball.md deleted file mode 100644 index 99bc1ab28..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Snowball.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Snowball -alias: Snowball -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: evocation -type: attack -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Lost Omens: World Guide" -traits: - - common - - attack - - water - - cold - - evocation -components: - - somatic - - verbal -description: > - You throw a magically propelled and chilled ball of dense snow. The target takes 2d4 cold damage and potentially other effects, depending on the result of your spell attack roll. - - **Critical Success** The target takes double damage and a -10-foot status penalty to its Speeds for 1 round. - **Success** The target takes full damage and a -5-foot status penalty to its Speeds for 1 round. - **Failure** No effect. - - **Heightened (+1)** The damage increases by 2d4. ---- -# `=this.name` -==attack== | ==water== | ==cold== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Spider Sting.md b/content/Mechanics/Spells/Spells/Level 1/Spider Sting.md deleted file mode 100644 index af2d0f8ff..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Spider Sting.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Spider Sting -alias: Spider Sting -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: necromancy -type: save -traditions: [arcane, primal] -bloodline: aberrant -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - poison - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** The target takes 1d4 poison damage. - **Failure** The target is afflicted with spider venom at stage 1. - **Critical Failure** The target is afflicted with spider venom at stage 2. - - **Spider Venom (poison) Level 1** - Maximum Duration 4 rounds. - Stage 1 1d4 poison damage and [[Enfeebled]] 1 (1 round) - Stage 2 1d4 poison damage and [[Enfeebled]] 2 (1 round). ---- -# `=this.name` -==poison== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Spirit Link.md b/content/Mechanics/Spells/Spells/Level 1/Spirit Link.md deleted file mode 100644 index 137a2ce9b..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Spirit Link.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Spirit Link -alias: Spirit Link -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: necromancy -type: heal -traditions: [divine, occult] -lesson: lesson of life -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 willing creature -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - healing - - necromancy -components: - - somatic - - verbal -description: > - You form a spiritual link with another creature, taking 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. - - **Heightened (+1)** The number of Hit Points transferred each time increases by 2. ---- -# `=this.name` -==healing== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Lesson**: `=this.lesson` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Summon Animal.md b/content/Mechanics/Spells/Spells/Level 1/Summon Animal.md deleted file mode 100644 index 23dc34898..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Summon Animal.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Summon Animal -alias: Summon Animal -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: conjuration -type: utility -traditions: [arcane, primal] -deities: Baphomet, Chamidu, Lao Shu Po -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is -1, such as those found in Pathfinder Bestiary volumes. Heightening the spell increases the maximum level of creature you can summon. - - **Heightened (2nd)** Level 1 - **Heightened (3rd)** Level 2 - **Heightened (4th)** Level 3 - **Heightened (5th)** Level 5 - **Heightened (6th)** Level 7 - **Heightened (7th)** Level 9 - **Heightened (8th)** Level 11 - **Heightened (9th)** Level 13 - **Heightened (10th)** Level 15 ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Summon Construct.md b/content/Mechanics/Spells/Spells/Level 1/Summon Construct.md deleted file mode 100644 index 83b239646..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Summon Construct.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Summon Construct -alias: Summon Construct -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane -level: 1 -school: conjuration -type: utility -traditions: [arcane] -deities: Soralyon -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (2nd)** Level 1 - **Heightened (3rd)** Level 2 - **Heightened (4th)** Level 3 - **Heightened (5th)** Level 5 - **Heightened (6th)** Level 7 - **Heightened (7th)** Level 9 - **Heightened (8th)** Level 11 - **Heightened (9th)** Level 13 - **Heightened (10th)** Level 15 ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Summon Fey.md b/content/Mechanics/Spells/Spells/Level 1/Summon Fey.md deleted file mode 100644 index 6f2c3eaf6..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Summon Fey.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Summon Fey -alias: Summon Fey -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: conjuration -type: utility -traditions: [occult, primal] -deities: Gendowyn -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (2nd)** Level 1 - **Heightened (3rd)** Level 2 - **Heightened (4th)** Level 3 - **Heightened (5th)** Level 5 - **Heightened (6th)** Level 7 - **Heightened (7th)** Level 9 - **Heightened (8th)** Level 11 - **Heightened (9th)** Level 13 - **Heightened (10th)** Level 15 ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Summon Lesser Servitor.md b/content/Mechanics/Spells/Spells/Level 1/Summon Lesser Servitor.md deleted file mode 100644 index 4a2dc976d..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Summon Lesser Servitor.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Summon Lesser Servitor -alias: Summon Lesser Servitor -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 1 -school: conjuration -type: utility -traditions: [divine] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - While deities jealously guard their most powerful servants from the summoning spells of those who aren't steeped in the faith, this spell allows you to conjure an inhabitant of the Outer Sphere with or without the deity's permission. - You summon a celestial, monitor, or fiend whose level is -1 to fight on your behalf. Alternatively, you can choose a magical animal from the Outer Sphere as your lesser servitor. This animal is your choice of an [[Eagle]], [[Guard Dog]], or [[Raven]]. It gains the alignment matching your deity (or you, if you don't have a deity) and has the following trait depending on the alignment it gained: celestial for lawful, monitor for neutral, or fiend for evil. You can't summon a creature if it is opposed to your deity's alignment on either axis (or opposed to your alignment if you don't follow a deity). For example, if you deity is lawful good, you can't summon a chaotic or evil creature. The GM might determine that deities restrict specific types of creatures even if their alignments aren't diametrically opposed. For example, Pharasma would restrict the summoning of sahkils. - Heightening the spell increases the maximum level of creature you can summon and might add additional animal servitors, which otherwise work like the eagle, guard dog, and raven. - - **Heightened (2nd)** Level 1. - **Heightened (3rd)** Level 2. You can summon a [[Black Bear]], [[Giant Bat]], or [[Leopard]]. - **Heightened (4th)** Level 3. You can summon a [[Great White Shark]] or [[Tiger]]. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Swampcall.md b/content/Mechanics/Spells/Spells/Level 1/Swampcall.md deleted file mode 100644 index b1a9d1518..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Swampcall.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Swampcall -alias: Swampcall -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 1 -school: transmutation -type: save -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -area: 10-foot burst -source: "Pathfinder #171: Hurricane's Howl" -duration: 1 minute -save: reflex -basic: false -traits: - - uncommon - - earth - - transmutation -components: - - somatic - - verbal -description: > - You call upon the spirits of the soil to twist and churn, transforming the terrain in the targeted area into a sodden mess. The area becomes difficult terrain. Creatures in the area when you Cast this Spell must attempt a Reflex saving throw. - - **Success** The creature is unaffected. - **Failure** The creature sinks partially into the mud. The creature takes a -10-foot circumstance penalty to its Speeds (except for its swim Speed, if any) and becomes [[Flat-Footed]]. These effects last until the creature leaves the area or until the end of its next turn, whichever comes first. - **Critical Failure** As failure, but the penalty to Speeds (except Swim speed) is -15 feet. - - **Heightened (3rd)** The range increases to 60 feet, and the area increases to a 20-foot burst. ---- -# `=this.name` -==uncommon== | ==earth== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Synchronize.md b/content/Mechanics/Spells/Spells/Level 1/Synchronize.md deleted file mode 100644 index afcfbb1d2..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Synchronize.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Synchronize -alias: Synchronize -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: divination -type: utility -traditions: [arcane, divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: up to 5 willing creatures -source: "Pathfinder Secrets of Magic" -duration: up to 24 hours -traits: - - common - - divination -components: - - somatic - - verbal -description: > - You harmlessly place your unique magic sigil, which is about 1 square inch in size, on your targets. When you Cast the Spell, you set the duration by choosing a time at which point the sigil flashes dimly three times. After that point, the spell ends. Even though spell durations aren't normally exact, the effects of synchronize are precise to the second. The timer is based on the place where the spell was cast, so entering a plane or area where time flows differently changes how the time elapses. - - **Heightened (2nd)** The spell can target up to 20 willing creatures. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Tether.md b/content/Mechanics/Spells/Spells/Level 1/Tether.md deleted file mode 100644 index ee4ece629..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Tether.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Tether -alias: Tether -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 1 -school: abjuration -type: save -traditions: [arcane, primal] -deities: Dispater -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 minute or until dismissed -save: reflex -basic: false -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - You use magical chains, vines, or other tethers to bind your target to you. The creature can still try to Escape and it or others can break the tethers by attacking them (the tethers have AC 15 and 10 Hit Points). You must stay within 30 feet of the target while it is tethered; moving more than 30 feet away from your target ends the spell. The target must attempt a Reflex save. - - **Critical Success** The target is unaffected. - **Success** The target takes a -5-foot circumstance penalty to its Speed as long as it is within 30 feet of you. - **Failure** The target takes a -10-foot circumstance penalty to its Speed and cannot move more than 30 feet away from you until it Escapes or the spell ends. - **Critical Failure** The target is [[Immobilized]] until it Escapes or the spell ends. - - **Heightened (+1)** The tethers' AC increases by 3 and their Hit Points increase by 10. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Thoughtful Gift.md b/content/Mechanics/Spells/Spells/Level 1/Thoughtful Gift.md deleted file mode 100644 index 4249986f2..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Thoughtful Gift.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Thoughtful Gift -alias: Thoughtful Gift -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 1 -school: conjuration -type: utility -traditions: [arcane, divine, occult] -time: 1 (up to 3 if heightened) -pf2etime: "" -range: 120 feet -target: 1 willing creature -source: "Pathfinder Advanced Player's Guide" -traits: - - common - - teleportation - - conjuration -components: - - somatic -description: > - You teleport one object of light or negligible Bulk held in your hand to the target. The object appears instantly in the target's hand, if they have a free hand, or at their feet if they don't. The target knows what object you are attempting to send them. If the target is [[Unconscious]] or refuses to accept your gift, or if the spell would teleport a creature (even if the creature is inside an extradimensional container), the spell fails. - - **Heightened (3rd)** The spell's range increases to 500 feet. - **Heightened (5th)** As 3rd level, and the object's maximum Bulk increases to 1. You can Cast the Spell with 3 actions instead of 1; doing so increases the range to 1 mile and you don't need line of sight to the target, but you must be extremely familiar with the target. ---- -# `=this.name` -==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Unseen Servant.md b/content/Mechanics/Spells/Spells/Level 1/Unseen Servant.md deleted file mode 100644 index fc2df5b1d..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Unseen Servant.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -name: Unseen Servant -alias: Unseen Servant -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 1 -school: conjuration -type: utility -traditions: [arcane, occult] -deities: Anubis, Kols, Monad -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 60 feet -source: "Pathfinder Core Rulebook" -duration: sustained -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - ## Unseen Servant - ==[[No Alignment]]== ==[[Medium]]== ==[[Mindless]]== - **Senses** Perception +0; darkvision - **Languages** (understands its creator) - **Skills** Stealth +8 - **Str** -4, **Dex** +2, **Con** +0, **Int** -5, **Wis** +0, **Cha** +0 - **Invisible** An unseen servant is invisible, though it normally doesnt Sneak, so it is usually only hidden. - - **Saves** _AC_ 13; _Fort_ +0, _Ref_ +4, _Will_ +0 - **HP** 4; Immunities disease, mental, non-magical attacks, paralysis, poison, precision, unconscious ; Resistances all damage 5 (except force or ghost touch) - - **Speed** fly 30 feet - **Force Body** An unseen servants physical body is made of force. It cant 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 cant pass through solid objects. - ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Ventriloquism.md b/content/Mechanics/Spells/Spells/Level 1/Ventriloquism.md deleted file mode 100644 index eaaf67e35..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Ventriloquism.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Ventriloquism -alias: Ventriloquism -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 1 -school: illusion -type: utility -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - auditory - - illusion -components: - - somatic - - verbal -description: > - 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. - - **Heightened (2nd)** 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. ---- -# `=this.name` -==auditory== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Verdant Sprout.md b/content/Mechanics/Spells/Spells/Level 1/Verdant Sprout.md deleted file mode 100644 index 6c310fc9c..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Verdant Sprout.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Verdant Sprout -alias: Verdant Sprout -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 1 -school: conjuration -type: utility -traditions: [primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder #151: The Show Must Go On" -traits: - - uncommon - - plant - - conjuration -components: - - material - - somatic - - verbal -description: > - You imbue a single ordinary, inexpensive plant seed with primal energy and throw it onto a surface, where it gradually sprouts into a Medium plant. After 10 minutes, the plant is sturdy enough to provide standard cover, and its space is difficult terrain. The plant is laden with nutritious nuts or fruit sufficient to feed one Medium creature for a day. The plant has AC 10, Hardness 5, and 20 Hit Points. - - **Heightened (+1)** You throw an additional seed, which grows into an additional plant within range. ---- -# `=this.name` -==uncommon== | ==plant== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Verminous Lure.md b/content/Mechanics/Spells/Spells/Level 1/Verminous Lure.md deleted file mode 100644 index 71b25b094..000000000 --- a/content/Mechanics/Spells/Spells/Level 1/Verminous Lure.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Verminous Lure -alias: Verminous Lure -tags: - - pf2e/spell - - pf2e/spell/level_1 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 1 -school: transmutation -type: save -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature or object -source: "Pathfinder #169: Kindled Magic" -duration: 10 minutes -save: will -basic: false -traits: - - uncommon - - olfactory - - transmutation -components: - - somatic - - verbal -description: > - Upon casting, the target emits a musk that's captivating to certain animals. Tiny animals and animal swarms of any size within range must attempt a Will save. On a failure, non-hostile animals or animal swarms try to touch the target. If hostile, such creatures choose to attack the target instead of other foes, if able to do so without spending additional actions or exposing themselves to additional danger. - Verminous lure doesn't change animals' attitudes towards the target and is easily overridden by more direct control, such as the Command an Animal action. Animals with imprecise sense can use their scent as a precise sense against the target. ---- -# `=this.name` -==uncommon== | ==olfactory== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Alter Reality.md b/content/Mechanics/Spells/Spells/Level 10/Alter Reality.md deleted file mode 100644 index d5cf43a51..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Alter Reality.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Alter Reality -alias: Alter Reality -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 10 -school: divination -type: utility -traditions: [occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -traits: - - common - - divination -components: - - material - - somatic - - verbal -description: > - You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: - - &Newline;Duplicate any occult spell of 9th level or lower to which you have access. - &Newline;Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. - &Newline;Produce any effect whose power is in line with the above. - &Newline;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. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Avatar.md b/content/Mechanics/Spells/Spells/Level 10/Avatar.md deleted file mode 100644 index 998ba2966..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Avatar.md +++ /dev/null @@ -1,145 +0,0 @@ ---- -name: Avatar -alias: Avatar -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 10 -school: transmutation -type: utility -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. You gain the following statistics and abilities regardless of which deity's battle form you assume: - - AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. - 30 temporary Hit Points. - Darkvision. - One or more attacks specific to your deity's battle form, which are the only attacks you can Strike with. 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. - Athletics modifier of +35, unless your own is higher. - - You also gain the specific abilities listed for your deity below: - - **Abadar** - Speed 50 feet, burrow Speed 30 feet, immune to [[Immobilized]]; - Ranged a crossbow (range increment 120 feet, [[reload]] 1), Damage 6d10+3 piercing. - - **Achaekek** - Speed 70 feet, climb Speed 50 feet, ignore difficult terrain and greater difficult terrain; - Melee a mantis claw ([[agile]], [[backswing]], [[finesse]], [[reach]] 15 feet, [[versatile]] P), Damage 6d8+6 slashing; - Ranged a spine volley (range 60 feet), Damage 6d6+3 piercing - - **Asmodeus** - Speed 70 feet, air walk; - Melee a mace ([[reach]] 15 feet), Damage 6d10+6 bludgeoning; - Ranged a hell fire (range 120 feet), Damage 6d6+3 fire. - - **Calistria** - Speed 30 feet, fly Speed 70 feet; - Melee a whip ([[disarm]], [[finesse]], [[nonlethal]], [[reach]] 20 feet), Damage 6d4+6 slashing; - Ranged a savored sting (range 60 feet), Damage 6d6+3 poison. - - **Cayden Cailean** - Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; - Melee a rapier ([[deadly]], [[reach]] 15 feet), Damage 6d6+6 piercing; - Ranged a ale splash (range 120 feet), Damage 6d6+3 poison. - - **Desna** - Speed 30 feet, fly Speed 70 feet; - Melee a starknife ([[agile]], [[deadly]], [[finesse]], [[reach]] 15 feet, [[silver]], [[thrown]] 60 feet), Damage 6d4+6 piercing; - Ranged a moonbeam (range 120 feet, [[silver]]), Damage 6d6+3 fire. - - **Erastil** - Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; - Ranged a longbow ([[deadly]] d8, range increment 150 feet), Damage 6d8+3 piercing. - - **Gorum** - Speed 70 feet, immune to [[Immobilized]]; - Melee a greatsword ([[versatile]] P, [[reach]] 15 feet), Damage 6d12+6 slashing. - - **Gozreh** - no land Speed, fly Speed 70 feet, swim Speed 70 feet, ignore difficult terrain and greater difficult terrain; - Melee a waves ([[reach]] 15 feet, [[shove]], [[thrown]] 20 feet), Damage 6d8+6 bludgeoning; - Ranged a wind ([[versatile]] [[electricity]], range 120 feet), Damage 6d6+3 bludgeoning. - - **Iomedae** - Speed 70 feet, air walk; shield (15 Hardness, can't be damaged); - Melee a longsword ([[versatile]] P, [[reach]] 15 feet), Damage 6d8+6 slashing. - - **Irori** - Speed 80 feet, air walk; - Melee a unfettered strike ([[agile]], [[versatile]] P or S, [[finesse]], [[reach]] 15 feet), Damage 6d8+6 bludgeoning; - Ranged a wind strike (range 60 feet), Damage 6d4+6 bludgeoning. - - **Lamashtu** - Speed 30 feet, fly Speed 70 feet; - Melee a falchion ([[forceful]], [[reach]] 15 feet), Damage 6d10+6 slashing; - Ranged a waters of Lamashtu (range 120 feet), Damage 6d6+3 poison. - - **Nethys** - Speed 70 feet, air walk; - Ranged a raw magic (range 120 feet; [[versatile]] cold, [[electricity]], or [[fire]]), Damage 6d6 force. - - **Norgorber** - Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; - Melee a shortsword ([[agile]], [[finesse]], [[versatile]] S, [[reach]] 15 feet), Damage 6d6+6 piercing; - Ranged a blackfinger toss (range 120 feet), Damage 6d6+3 poison. - - **Pharasma** - Speed 70 feet, air walk; - Melee a dagger ([[agile]], [[finesse]], [[reach]] 15 feet, [[thrown]] 40 feet), Damage 6d6+6 slashing; - Ranged a spiral blast (range 120 feet, damages only [[undead]]), Damage 6d8+3 positive. - - **Rovagug** - Speed 50 feet, burrow Speed 30 feet, immune to [[Immobilized]]; - Melee a jaws([[reach]] 15 feet), Damage 6d12+6 piercing; - Melee a leg ([[agile]], [[versatile]] P, [[reach]] 15 feet), Damage 6d8+6 bludgeoning. - - **Sarenrae** - Speed 30 feet, fly Speed 70 feet; - Melee a scimitar ([[forceful]], [[nonlethal]], [[reach]] 15 feet), Damage 6d6+6 slashing; - Ranged a everflame ([[nonlethal]], range 120 feet), Damage 6d6+3 fire. - - **Shelyn** - Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; - Melee a glaive ([[deadly]] d8, [[nonlethal]], [[reach]] 20 feet), Damage 6d8+6 slashing; - Ranged a melody of inner beauty, ([[nonlethal]], range 120 feet), Damage 6d6+3 sonic. - - **Torag** - Speed 50 feet, burrow Speed 30 feet, immune to [[Immobilized]]; shield (15 Hardness, can't be damaged); - Melee a warhammer ([[reach]] 15 feet, [[shove]]), Damage 6d8+6 bludgeoning. - - **Urgathoa** - Speed 70 feet, air walk; - Melee a scythe ([[deadly]] d10, [[trip]], [[reach]] 15 feet), Damage 6d10+6 slashing; - Ranged a pallid plague (range 120 feet), Damage 6d6+3 negative. - - **Zon-Kuthon** - Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; - Melee a spiked chain ([[disarm]], [[trip]], [[reach]] 15 feet), Damage 6d8+6 slashing; - Ranged a midnight pain ([[mental]], [[nonlethal]], range 120 feet), Damage 6d6+3 mental. - ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Cataclysm.md b/content/Mechanics/Spells/Spells/Level 10/Cataclysm.md deleted file mode 100644 index a4c7f1001..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Cataclysm.md +++ /dev/null @@ -1,59 +0,0 @@ ---- -name: Cataclysm -alias: Cataclysm -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 10 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 1,000 feet -area: 60-foot burst -source: "Pathfinder Core Rulebook" -save: reflex -basic: true -traits: - - common - - acid - - air - - cold - - earth - - electricity - - fire - - water - - evocation -components: - - somatic - - verbal -description: > - 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 five 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. - ---- -# `=this.name` -==acid== | ==air== | ==cold== | ==earth== | ==electricity== | ==fire== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Dinosaur Fort.md b/content/Mechanics/Spells/Spells/Level 10/Dinosaur Fort.md deleted file mode 100644 index 919f3f1e7..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Dinosaur Fort.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Dinosaur Fort -alias: Dinosaur Fort -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 10 -school: conjuration -type: utility -traditions: [primal] -time: 10 minutes -pf2etime: "" -range: 500 feet -source: "Pathfinder #177: Burning Tundra" -duration: 24 hours (see text) -traits: - - rare - - conjuration -components: - - material - - somatic - - verbal -description: > - You conjure a primeval fort with walls of sharpened wood adorned with dinosaur skin and teeth, up to 300 feet on a side. Each of the four quadrants of the fort is guarded by a [[Tyrannosaurus]]. While the tyrannosauruses won't cross into the others' territories, their reach allows them to simultaneously attack an intruder near the center of the fort. The tyrannosauruses leave you and anyone you introduce to them alone but treat anyone else they find in the fort as intruders and prospective snacks. When you prepare spells, you can choose not to recover the spell slot you used to cast this spell. If you do, the fort remains for another 24 hours. - The fort must be created on a plot of land free of other structures. It adapts to the natural terrain, adopting the structural requirements for being built there. The fort adjusts around small features, such as ponds or spires of rock, but can't be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the foundation reaches solid ground. If created on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 Flat check each day the fort is present; on a failure, the fort sinks or collapses sometime during that day, and the spell ends. - The fort doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the fort when the spell is cast ends up unharmed inside the complete fort and always has a clear path of escape. ---- -# `=this.name` -==rare== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Element Embodied.md b/content/Mechanics/Spells/Spells/Level 10/Element Embodied.md deleted file mode 100644 index 9f71e8dad..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Element Embodied.md +++ /dev/null @@ -1,75 +0,0 @@ ---- -name: Element Embodied -alias: Element Embodied -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 10 -school: transmutation -type: utility -traditions: [primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is Gargantuan, and you must have enough space to expand into or the spell is lost. While in this form, you gain the elemental trait and the trait for the element you choose. You can Dismiss the spell. - You gain the following statistics and abilities regardless of which battle form you choose: - - AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. - 30 temporary Hit Points. - Darkvision. - 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 Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the enfeebled and clumsy conditions, for example). If your unarmed attack modifier is higher, you can use it instead. - Acrobatics modifier of +36 for air or fire elemental or Athletics modifier of +36 for earth or water elemental, unless your own modifier is higher. - - You also gain specific abilities based on the type of elemental you choose: - - **Air Elemental** - fly Speed 80 feet; - High Winds ([[air]], [[aura]]) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the air trait; - Swiftness Your movement doesn't trigger reactions; - Melee 1 gust ([[reach]] 25 feet), Damage 3d12+11 bludgeoning plus Push 10 feet; - Ranged 1 lightning lash (range increment 80 feet), Damage 3d12+4 electricity. - - **Earth Elemental** - 30 feet, burrow 20 feet; resistance 5 to physical; - Spike Stones ([[aura]], [[earth]]) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the earth trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; - Rocky Toughness You gain 40 temporary Hit Points when you choose this form instead of 30; - Melee 1 fist ([[reach]] 25 feet), Damage 3d12+15 bludgeoning; - Ranged 1 rock (range increment 40 feet), Damage 4d8+6 bludgeoning. - - **Fire Elemental** - 50 feet; immunity to fire; weakness to cold 10; - Intense Heat ([[aura]], [[fire]]) 30 feet. A creature that enters the aura or starts its turn in the aura takes 5d6 fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; - Melee 1 tendril ([[reach]] 25 feet), Damage 3d10+12 fire plus 2d6 persistent fire; - Ranged 1 fire mote (range increment 60 feet), Damage 4d8+6 bludgeoning. - - **Water Elemental** - 40 feet, swim 80 feet; resistance 10 to fire; - Vortex ([[aura]], [[water]]) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the water trait; - Melee 1 wave ([[reach]] 25 feet), Damage 3d12+18 bludgeoning plus Push or Pull 10 feet; - Ranged 1 water spout (range increment 60 feet), Damage 4d8+6 bludgeoning. - ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Fabricated Truth.md b/content/Mechanics/Spells/Spells/Level 10/Fabricated Truth.md deleted file mode 100644 index 1e0406f85..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Fabricated Truth.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Fabricated Truth -alias: Fabricated Truth -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 10 -school: enchantment -type: save -traditions: [occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 100 feet -target: up to 5 creatures -source: "Pathfinder Core Rulebook" -duration: varies -save: will -basic: false -traits: - - common - - incapacitation - - mental - - enchantment -components: - - material - - somatic - - verbal -description: > - 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. - - **Critical Success** The target doesn't believe the statement, and it knows you tried to trick it. - **Success** The target doesn't believe the statement or realize you tried to trick it. - **Failure** The target believes the statement for a duration of 1 week. - **Critical Failure** The target believes the statement with unlimited duration. ---- -# `=this.name` -==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Fated Confrontation.md b/content/Mechanics/Spells/Spells/Level 10/Fated Confrontation.md deleted file mode 100644 index 156b0a4eb..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Fated Confrontation.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Fated Confrontation -alias: Fated Confrontation -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 10 -school: divination -type: utility -traditions: [arcane, divine, occult, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 -target: 1 willing ally and 1 enemy -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - divination -components: - - material - - somatic - - verbal -description: > - You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy. - When you Cast the Spell, the ally you targeted (or you, if you targeted yourself) may teleport to any unoccupied space of their choice within 30 feet of its fated opponent. This is a teleportation effect. - You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own heal spell, but it would be entirely immune to a spell or Strike from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast fated confrontation (such as a spell with a duration or persistent damage the creature had before it was affected by fated confrontation). For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a fortune effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a misfortune effect). - This spell ends if either target becomes unable to act, or if they both agree to cease hostilities. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Gate.md b/content/Mechanics/Spells/Spells/Level 10/Gate.md deleted file mode 100644 index e21d769a8..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Gate.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Gate -alias: Gate -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 10 -school: conjuration -type: utility -traditions: [arcane, divine, occult] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - uncommon - - teleportation - - conjuration -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Miracle.md b/content/Mechanics/Spells/Spells/Level 10/Miracle.md deleted file mode 100644 index b6442786f..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Miracle.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Miracle -alias: Miracle -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 10 -school: divination -type: utility -traditions: [divine] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -traits: - - common - - divination -components: - - material - - somatic - - verbal -description: > - 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 spell from the divine list of 9th level or lower to which you have access. - Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. - 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. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Nature Incarnate.md b/content/Mechanics/Spells/Spells/Level 10/Nature Incarnate.md deleted file mode 100644 index dd44f7245..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Nature Incarnate.md +++ /dev/null @@ -1,61 +0,0 @@ ---- -name: Nature Incarnate -alias: Nature Incarnate -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 10 -school: transmutation -type: utility -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. - You gain the following statistics and abilities regardless of which battle form you choose: - - AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. - 30 temporary Hit Points. - Darkvision. - One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. - Athletics modifier of +36, unless your own modifier is higher. - - You also gain specific abilities based on the type of incarnation you choose: - - **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). - - **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. - ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Primal Herd.md b/content/Mechanics/Spells/Spells/Level 10/Primal Herd.md deleted file mode 100644 index 76f827bbe..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Primal Herd.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Primal Herd -alias: Primal Herd -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 10 -school: transmutation -type: utility -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: you and up to 5 willing targets -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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: - - AC = 22 + the target's level. Ignore any armor check penalty and Speed reduction. - 20 temporary Hit Points. - Speed 40 feet. - Low-light vision. - 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 A tusk (reach 15 feet), Damage 4d8+19 piercing; Melee A trunk (agile, reach 15 feet), Damage 4d6+16 bludgeoning; Melee A foot (agile, reach 15 feet), Damage 4d6+13 bludgeoning. - Athletics modifier of +30, unless the target's own modifier is higher. T 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). ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Primal Phenomenon.md b/content/Mechanics/Spells/Spells/Level 10/Primal Phenomenon.md deleted file mode 100644 index 9fcf96160..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Primal Phenomenon.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Primal Phenomenon -alias: Primal Phenomenon -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 10 -school: divination -type: utility -traditions: [primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -traits: - - common - - divination -components: - - material - - somatic - - verbal -description: > - 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 spell from the primal spell list of 9th level or lower to which you have access. - Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. - 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. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Remake.md b/content/Mechanics/Spells/Spells/Level 10/Remake.md deleted file mode 100644 index 06d728315..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Remake.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Remake -alias: Remake -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 10 -school: conjuration -type: utility -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 1 hour -pf2etime: "" -range: 5 feet -source: "Pathfinder Core Rulebook" -traits: - - uncommon - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Revival.md b/content/Mechanics/Spells/Spells/Level 10/Revival.md deleted file mode 100644 index 8e47f0131..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Revival.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Revival -alias: Revival -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 10 -school: necromancy -type: heal -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: dead creatures and living creatures of your choice within range -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - healing - - positive - - necromancy -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==healing== | ==positive== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Shadow Army.md b/content/Mechanics/Spells/Spells/Level 10/Shadow Army.md deleted file mode 100644 index 8a946f919..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Shadow Army.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Shadow Army -alias: Shadow Army -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 10 -school: illusion -type: save -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -area: 50-foot burst -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: will -basic: false -traits: - - common - - auditory - - mental - - shadow - - visual - - illusion -components: - - material - - somatic - - verbal -description: > - You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to Hide and Sneak among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes 3d10 mental damage and 3d10 bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you Cast the Spell, you choose a condition your shadows impose on a failed save: [[Clumsy]] 2, [[Enfeebled]] 2, [[Flat-Footed]], or [[Slowed]] 1. - - **Critical Success** The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty. - **Success** The creature takes half damage. - **Failure** The creature takes full damage, and gains the chosen condition. - **Critical Failure** The creature takes double damage, and gains the chosen condition. ---- -# `=this.name` -==auditory== | ==mental== | ==shadow== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Summon Kaiju.md b/content/Mechanics/Spells/Spells/Level 10/Summon Kaiju.md deleted file mode 100644 index 5585b18aa..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Summon Kaiju.md +++ /dev/null @@ -1,67 +0,0 @@ ---- -name: Summon Kaiju -alias: Summon Kaiju -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 10 -school: conjuration -type: utility -traditions: [primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 500 feet -source: "Pathfinder Secrets of Magic" -duration: until the end of your next turn -traits: - - rare - - incarnate - - conjuration -components: - - material - - somatic - - verbal -description: > - You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a Gargantuan creature. When you Cast this Spell, choose one of the kaiju below to summon. - - **Agmazar the Star Titan** Speed 100 feet, climb 50 feet; - **Arrive** ([[necromancy]], [[negative]]) **Channel Void** Each foe in a 100-foot emanation takes 16d8 negative damage with a basic Fortitude save; - **Depart** ([[transmutation]]) **Gravitic Repulsion** Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save. - - **Agyra, the Forever Storm** Speed 80 feet, fly 200 feet; - **Arrive** ([[electricity]], [[evocation]]) **Breath of a Thousand Storms** Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes 6d12 electricity damage with a basic Reflex save. On a failure, the creature is also [[Slowed]] 1 for 1 round (or for 1 minute on a critical failure); - **Depart** ([[evocation]], [[sonic]]) **Thunderous Blast** Each creature within a 100-foot emanation takes 6d10 sonic damage with a basic Reflex save, and is also knocked [[Prone]] on a failed save. - - **Bezravnis, the Inferno Below** Speed 100 feet, burrow 100 feet; - **Arrive** ([[earth]], [[evocation]]) **Burrow from the Earth's Heart** Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take 8d12 bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the [[Earthquake]] spell, except there is no chance of falling into a fissure; - **Depart** **Web Hurricane** Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a -20-foot circumstance penalty to its Speeds until it Escapes (or is [[Immobilized]] until it escapes on a critical failure). The Escape DC is your spell DC. - - **Mogaru, the Final King** Speed 100 feet, swim 100 feet; - **Arrive** ([[auditory]], [[enchantment]], [[mental]]) **Trance of the King's Melody** Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them [[Stunned]] 3 on a failure; - **Depart** ([[evocation]], [[fire]]) **Volcanic Breath** Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes 10d6 fire damage with a basic Reflex save. On a failure, it also takes 4d6 persistent fire damage. - - **Vorgozen, the Shapeless Feeder** Speed 50 feet, climb 50 feet, swim 100 feet; - **Arrive** ([[necromancy]]) **Pollute Magic** Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is [[Sickened]] 2. Any of your enemies that Casts a Spell within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already sickened; - **Depart** ([[acid]], [[evocation]]) **Beam of Purest Vitriol** Each creature in a 1,200-foot line takes 10d6 acid damage and 10d6 bludgeoning damage with a basic Fortitude save. - - **Yarthoon, the Moon Grub** Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; - **Arrive** ([[cold]], [[evocation]]) **Algid Beam Barrage** Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal 10d6 cold damage with a basic Reflex save; - **Depart** ([[cold]], [[conjuration]], [[water]]) **Frostbite Mist** Chilling mist surges out in a 100‑foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of [[Obscuring Mist]], plus any creature within the area at the end of its turn take 5d6 cold damage with a basic Fortitude save. - - **Ebeshra, the Winged Razor** Speed 75 feet, fly 100 feet; **Arrive** ([[conjuration]], [[teleportation]]) **Planar Draw** Each foe in a 100-foot emanation is pulled 50 feet towards the center, unless it succeeds at a Fortitude save. Creatures that fail and reach the center take 10d6 bludgeoning damage; - **Depart** ([[electricity]], [[evocation]]) **Storm Discharge** Each foe in a 240-foot line takes 12d8 electricity damage with a basic Reflex save. ---- -# `=this.name` -==rare== | ==incarnate== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Time Stop.md b/content/Mechanics/Spells/Spells/Level 10/Time Stop.md deleted file mode 100644 index 86f26b931..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Time Stop.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -name: Time Stop -alias: Time Stop -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 10 -school: transmutation -type: utility -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -traits: - - common - - transmutation -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Wish.md b/content/Mechanics/Spells/Spells/Level 10/Wish.md deleted file mode 100644 index b938b853f..000000000 --- a/content/Mechanics/Spells/Spells/Level 10/Wish.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Wish -alias: Wish -tags: - - pf2e/spell - - pf2e/spell/level_10 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane -level: 10 -school: divination -type: utility -traditions: [arcane] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -traits: - - common - - divination -components: - - material - - somatic - - verbal -description: > - You state a wish, making your greatest desire come true. A wish spell can produce any one of the following effects. - - Duplicate any spell from the arcane list of 9th level or lower to which you have access. - Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. - 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. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Acid Arrow.md b/content/Mechanics/Spells/Spells/Level 2/Acid Arrow.md deleted file mode 100644 index 4b4bdc416..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Acid Arrow.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Acid Arrow -alias: Acid Arrow -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: evocation -type: attack -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - acid - - attack - - evocation -components: - - somatic - - verbal -description: > - You conjure an arrow of acid that keeps 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. - - **Heightened (+2)** The initial damage increases by 2d8, and the [[Persistent Damage]] increases by 1d6. ---- -# `=this.name` -==acid== | ==attack== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Animal Form.md b/content/Mechanics/Spells/Spells/Level 2/Animal Form.md deleted file mode 100644 index 904d65bc3..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Animal Form.md +++ /dev/null @@ -1,96 +0,0 @@ ---- -name: Animal Form -alias: Animal Form -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [primal] -deities: Angazhan, Cernunnos, Geryon, Kazutal, Lamashtu, Ravithra, Rowdrosh, Stag Mother of the Forest of Stones, Wadjet -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. - You gain the following statistics and abilities regardless of which battle form you choose: - - AC = 16 + your level. Ignore your armor's check penalty and Speed reduction. - 5 temporary Hit Points. - Low-light vision and imprecise scent 30 feet. - 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. - Athletics modifier of +9, unless your own modifier is higher. - - You also gain specific abilities based on the type of animal you choose: - - **Ape** - - Speed 25 feet, climb Speed 20 feet; - Melee a fist, Damage 2d6 bludgeoning. - - **Bear** - - Speed 30 feet; Melee a jaws, Damage 2d8 piercing; - Melee a claw (agile), Damage 1d8 slashing. - - **Bull** - - Speed 30 feet; - Melee a horn , Damage 2d8 piercing. - - **Canine** - - Speed 40 feet; - Melee a jaws, Damage 2d8 piercing. - - **Cat** - - Speed 40 feet; - Melee a jaws, Damage 2d6 piercing; - Melee a claw (agile), Damage 1d10 slashing. - - **Deer** - Speed 50 feet; - Melee a antler, Damage 2d6 piercing. - - **Frog** - Speed 25 feet, swim Speed 25 feet; - Melee a jaws, Damage 2d6 bludgeoning; - Melee a tongue (reach 15 feet), Damage 2d4 bludgeoning. - - **Shark** - Swim Speed 35 feet; - Melee a jaws, Damage 2d8 piercing; - Breathe underwater but not in air. - - **Snake** - Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; - Melee a fangs, Damage 2d4 piercing plus 1d6 poison. - - **Heightened (3rd)** You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14. - **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. - **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. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Animal Messenger.md b/content/Mechanics/Spells/Spells/Level 2/Animal Messenger.md deleted file mode 100644 index ded81514b..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Animal Messenger.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Animal Messenger -alias: Animal Messenger -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 2 -school: enchantment -type: utility -traditions: [primal] -time: 1 minute -pf2etime: "" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: see text -traits: - - common - - mental - - enchantment -components: - - material - - somatic - - verbal -description: > - You offer food, and an ordinary Tiny 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. You can also 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 and allows nonhostile creatures to approach and remove the attached object. The spell ends after the message is delivered or after 24 hours, whichever comes first. - If there are no Tiny wild animals in range, the spell is lost. ---- -# `=this.name` -==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Animated Assault.md b/content/Mechanics/Spells/Spells/Level 2/Animated Assault.md deleted file mode 100644 index ac12ad267..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Animated Assault.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Animated Assault -alias: Animated Assault -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: evocation -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 10-foot burst -source: "Pathfinder Advanced Player's Guide" -duration: sustained up to 1 minute -save: reflex -basic: true -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals 2d10 bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, the first time each round you Sustain this Spell, it deals 1d10 bludgeoning damage (basic Reflex save) to each creature in the area. - - **Heightened (+2)** The initial damage increases by 2d10 and the subsequent damage increases by 1d10. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Animus Mine.md b/content/Mechanics/Spells/Spells/Level 2/Animus Mine.md deleted file mode 100644 index 07de94d52..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Animus Mine.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Animus Mine -alias: Animus Mine -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 2 -school: abjuration -type: save -traditions: [occult] -deities: Arazni -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 hour -save: will -basic: false -traits: - - common - - mental - - abjuration -components: - - somatic - - verbal -description: > - You implant a mental mine within your psyche that detonates against anyone attempting to manipulate your thoughts. You can use a single action, which has the concentrate trait, to suppress the effects of the mine for 1 round to allow someone to safely use a mental effect on you. You can Dismiss the spell. - The first creature that uses a mental effect against you triggers the animus mine, causing the spell to end. The animus mine deals 4d8 mental damage to the triggering creature, which must attempt a Will save. This spell should only the deal the mental damage on magical mental effects that send their magic into your mind, not if a creature tries to do something mundane like talk to you. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is [[Stunned]] 1. - **Critical Failure** The creature takes double damage and is [[Stunned]] 1. You are unaffected by the triggering mental effect. - - **Heightened (+1)** The damage increases by 2d8. ---- -# `=this.name` -==mental== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Ash Cloud.md b/content/Mechanics/Spells/Spells/Level 2/Ash Cloud.md deleted file mode 100644 index b8344acb6..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Ash Cloud.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Ash Cloud -alias: Ash Cloud -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: conjuration -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: fortitude -basic: false -traits: - - common - - air - - fire - - conjuration -components: - - material - - somatic - - verbal -description: > - You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take 2d4 fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target takes half damage. - **Failure** The target takes full damage and is [[Dazzled]] for 1 round. - **Critical Failure** The target takes double damage and is [[Blinded]] for 1 round. - - **Heightened (+1)** The damage increases by 1d4. ---- -# `=this.name` -==air== | ==fire== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Augury.md b/content/Mechanics/Spells/Spells/Level 2/Augury.md deleted file mode 100644 index ead86bdf6..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Augury.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Augury -alias: Augury -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: divination -type: utility -traditions: [divine, occult] -time: 10 minutes -pf2etime: "" -source: "Pathfinder Core Rulebook" -traits: - - common - - prediction - - divination -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==prediction== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Barkskin.md b/content/Mechanics/Spells/Spells/Level 2/Barkskin.md deleted file mode 100644 index 246ece188..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Barkskin.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Barkskin -alias: Barkskin -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 2 -school: abjuration -type: utility -traditions: [primal] -deities: Gendowyn -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 willing creature -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - plant - - abjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+2)** The resistances increase by 2, and the weakness increases by 3. ---- -# `=this.name` -==plant== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Befitting Attire.md b/content/Mechanics/Spells/Spells/Level 2/Befitting Attire.md deleted file mode 100644 index 37c1d65f5..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Befitting Attire.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Befitting Attire -alias: Befitting Attire -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: illusion -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 5 willing creatures -source: "Pathfinder Secrets of Magic" -duration: 1 hour -traits: - - common - - visual - - illusion -components: - - material - - verbal -description: > - You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes. - Any creature that touches the attire, uses the Seek action to examine it, or otherwise interacts with it can attempt to disbelieve your illusion. - - **Heightened (4th)** You can target up to 20 creatures. - **Heightened (5th)** You can target up to 100 creatures. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Blazing Blade.md b/content/Mechanics/Spells/Spells/Level 2/Blazing Blade.md deleted file mode 100644 index ff891fd05..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Blazing Blade.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Blazing Blade -alias: Blazing Blade -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/conjuration - - pf2e/spelltype/attack - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 2 -school: conjuration -type: attack -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Kingmaker" -duration: 1 minute -traits: - - rare - - fire - - good - - conjuration -components: - - somatic - - verbal -description: > - A scimitar-shaped beam of fiery light springs from your free hand. While the spell lasts, you can use a single action, which has the attack and concentrate traits, to burn your foes with the blazing blade. When you do, make a spell attack roll. On a success, the blazing blade deals 1d6 fire damage plus 1d6 good damage plus your spellcasting ability modifier. On a critical success, it deals double the usual damage. - - **Heightened (4th)** The blade's fire damage increases to 2d6. On a critical success, the target takes 1d6 persistent good damage. - **Heightened (6th)** The blade's fire damage increases to 3d6. On a critical success, the target takes 2d6 persistent good damage. - **Heightened (8th)** The blade's fire damage increases to 4d6. On a critical success, the target takes 3d6 persistent good damage. ---- -# `=this.name` -==rare== | ==fire== | ==good== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Blistering Invective.md b/content/Mechanics/Spells/Spells/Level 2/Blistering Invective.md deleted file mode 100644 index 44c2b065d..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Blistering Invective.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Blistering Invective -alias: Blistering Invective -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 2 -school: enchantment -type: save -traditions: [occult] -deities: Angradd, Mephistopheles, Ydajisk -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature ( **Heightened (+2)** - two additional creatures) -source: "Pathfinder Advanced Player's Guide" -save: will -basic: false -traits: - - common - - auditory - - emotion - - fear - - mental - - enchantment -components: - - somatic - - verbal -description: > - A heap of insults and invectives spew from your mouth-words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save. - - **Critical Success** The target is unaffected. - **Success** The target takes half the persistent fire damage. - **Failure** The target becomes [[Frightened]] 1 and takes the full persistent fire damage. - **Critical Failure** The target becomes [[Frightened]] 2 and takes double the persistent fire damage. - - **Heightened (+2)** You can target two additional creatures, and the persistent damage increases by 2d6. ---- -# `=this.name` -==auditory== | ==emotion== | ==fear== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Blood Duplicate.md b/content/Mechanics/Spells/Spells/Level 2/Blood Duplicate.md deleted file mode 100644 index 9484c21cb..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Blood Duplicate.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Blood Duplicate -alias: Blood Duplicate -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: conjuration -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 non-magical object of 1 Bulk or less -source: "Pathfinder #182: Graveclaw" -duration: 1 hour -traits: - - uncommon - - conjuration -components: - - somatic - - verbal -description: > - This spell deals you 1 piercing damage as you shape a magical duplicate of the target from your blood; you can't cast this spell if you don't have blood. This spell can't duplicate an item made of precious materials, or materials with a rarity of uncommon or higher. If you're ever more than 5 feet from the duplicate, the spell's duration immediately ends. The Perception DC to recognize the duplicate as false using any sense except touch is equal to 10 + your spellcasting ability modifier + your Crafting proficiency bonus. The item feels wet and obviously fake to the touch. When the spell ends, the item collapses into a puddle of blood that quickly evaporates. ---- -# `=this.name` -==uncommon== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Blood Vendetta.md b/content/Mechanics/Spells/Spells/Level 2/Blood Vendetta.md deleted file mode 100644 index bc6e54ced..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Blood Vendetta.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Blood Vendetta -alias: Blood Vendetta -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: reaction -pf2etime: "*⬲{ .Pathfinder }*" -trigger: A creature deals piercing, slashing, or persistent bleed damage to you -requirements: You can bleed. -range: 30 feet -target: The triggering creature -source: "Pathfinder Advanced Player's Guide" -duration: varies -save: will -basic: false -traits: - - common - - curse - - necromancy -components: - - verbal -description: > - You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent Bleed damage and must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** The target takes half the persistent bleed damage. - **Failure** The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. - **Critical Failure** As failure, but the target takes double the persistent bleed damage. - - **Heightened (+2)** The persistent bleed damage increases by 2d6 persistent Bleed damage. ---- -# `=this.name` -==curse== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger`; **Requirements** `=this.requirements` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Boneshaker.md b/content/Mechanics/Spells/Spells/Level 2/Boneshaker.md deleted file mode 100644 index 16182840d..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Boneshaker.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Boneshaker -alias: Boneshaker -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 2 -school: necromancy -type: save -traditions: [arcane, divine, primal] -time: 2 or 3 -pf2etime: "" -range: 100 feet -target: 1 creature with a skeleton -source: "Pathfinder #176: Lost Mammoth Valley" -save: fortitude -basic: false -traits: - - uncommon - - necromancy -components: -description: > - You reach out a hand and seize a creature's skeleton from afar, harming their body and potentially wrenching them by the bones to move them against their will. The number of actions you spend when Casting this Spell determines the spell's effects. Regardless of the number of actions spent to Cast this Spell, the target must attempt a Fortitude save. - 2 (somatic, verbal) You clench your fist, painfully compressing the target's bones and dealing 3d8 bludgeoning damage. - 3 (material, somatic, verbal) As the 2-action version, plus you pull the target's body by their bones, moving them around like an awkward marionette. This movement follows the rules for forced movement. - - **Critical Success** The target is unaffected. - **Success** The target takes half damage. If you cast the 3-action version, you can move the target up to 5 feet; it can choose to fall [[Prone]] to avoid moving. - **Failure** The target takes full damage and is [[Enfeebled]] 1. If you cast the 3-action version, you can move the target up to 15 feet; it can fall prone to avoid moving. - **Critical Failure** The target takes double damage and is [[Enfeebled]] 2. If you cast the 3-action version, you can move the target up to 25 feet, then knock the target prone; if you attempt to move the target to a hazardous location, such as into a pool of acid or off a cliff, it can fall prone to avoid moving. - - **Heightened (+2)** The damage increases by 3d8. ---- -# `=this.name` -==uncommon== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Bralani Referendum.md b/content/Mechanics/Spells/Spells/Level 2/Bralani Referendum.md deleted file mode 100644 index 2571629f3..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Bralani Referendum.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Bralani Referendum -alias: Bralani Referendum -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 2 -school: evocation -type: save -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 20-foot burst -source: "Pathfinder #183: Field of Maidens" -duration: 1 minute -save: fortitude -basic: true -traits: - - uncommon - - air - - evocation -components: - - somatic - - verbal -description: > - You enforce fair play with punishing zephyrs. When you Cast this Spell, choose one condition from among [[Clumsy]], [[Drained]], [[Enfeebled]], or [[Stupefied]]. When a creature in the area inflicts the chosen condition, they take 2d6 slashing damage with a basic Fortitude save. A creature can't take this damage more than once per round. You can Dismiss the spell. - - **Heightened (+2)** Choose one more condition. The slashing damage when a creature inflicts any of the chosen conditions increases by 2d6. ---- -# `=this.name` -==uncommon== | ==air== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Brand the Impenitent.md b/content/Mechanics/Spells/Spells/Level 2/Brand the Impenitent.md deleted file mode 100644 index 99606067b..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Brand the Impenitent.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Brand the Impenitent -alias: Brand the Impenitent -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/divine -level: 2 -school: abjuration -type: save -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Lost Omens: Gods & Magic" -duration: varies -save: fortitude -basic: false -traits: - - common - - curse - - abjuration -components: - - somatic - - verbal -description: > - You brand the target with an ethereal copy of your deity's religious symbol. This brand can't be hidden, but it is visible only to followers of your faith, who see it as clearly as a lit torch. Followers of your faith ignore the target's [[Concealed]] condition, if any, and the target gains a -1 status penalty to AC against attacks by followers of your faith. If the target is a follower of your deity in good standing, the spell fails. - - **Critical Success** The target is unaffected. - **Success** The spell lasts for 1 round. - **Failure** The spell lasts for 1 minute. - **Critical Failure** The spell has an unlimited duration. ---- -# `=this.name` -==curse== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Breath of Drought.md b/content/Mechanics/Spells/Spells/Level 2/Breath of Drought.md deleted file mode 100644 index 5038c37c4..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Breath of Drought.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Breath of Drought -alias: Breath of Drought -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 2 -school: evocation -type: save -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -area: 10-foot burst -source: "Pathfinder #151: The Show Must Go On" -duration: sustained -save: fortitude -basic: false -traits: - - uncommon - - fire - - evocation -components: - - somatic - - verbal -description: > - You fill the area with an oppressive, arid swelter that overwhelms creatures with heat exhaustion. Objects are unaffected. Each creature in the area when the spell is cast or that ends its turn in the area afterward must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as fire elementals) are immune to breath of drought. - - **Success** The creature is unaffected. - **Failure** The creature is [[Sickened]] 1. - **Critical Failure** The creature is [[Sickened]] 2. - - **Heightened (4th)** Once per round when you Sustain the Spell, you can move the center of the burst to a new location within range. - **Heightened (7th)** As the 4th-level version, except the range is 120 feet and the area is a 20-foot burst. ---- -# `=this.name` -==uncommon== | ==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Calm Emotions.md b/content/Mechanics/Spells/Spells/Level 2/Calm Emotions.md deleted file mode 100644 index 684c922b9..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Calm Emotions.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Calm Emotions -alias: Calm Emotions -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: enchantment -type: save -traditions: [divine, occult] -bloodline: nymph, psychopomp -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 10-foot burst -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - common - - emotion - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save. - - **Critical Success** The creature is unaffected. - **Success** Calming urges impose a -1 status penalty to the creature's attack rolls. - **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. - **Critical Failure** As failure, but hostility doesn't end the effect. ---- -# `=this.name` -==emotion== | ==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Charitable Urge.md b/content/Mechanics/Spells/Spells/Level 2/Charitable Urge.md deleted file mode 100644 index fed363e16..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Charitable Urge.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Charitable Urge -alias: Charitable Urge -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: enchantment -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Advanced Player's Guide" -duration: varies -save: will -basic: false -traits: - - common - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails. - - **Critical Success** The target is unaffected. - **Success** The target is [[Stunned]] 1 as it wrestles with the urge. - **Failure** On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be Stunned for 1 round instead of giving up the item. This might require the target to Interact to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an Interact action. - **Critical Failure** As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success. ---- -# `=this.name` -==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Clawsong.md b/content/Mechanics/Spells/Spells/Level 2/Clawsong.md deleted file mode 100644 index c67149d76..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Clawsong.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Clawsong -alias: Clawsong -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 willing creature with an unarmed claw Strike -source: "Pathfinder #171: Hurricane's Howl" -duration: sustained up to 1 minute -traits: - - uncommon - - transmutation -components: - - verbal -description: > - You sing a fierce prayer, low and growling, and awaken the ancient spirit of a Terwa beast to guide and strengthen the target's unarmed blows. - The target's claw attack gains the versatile (piercing) trait, and deals 1d6 slashing damage. If the target's claw attack already deals 1d6 slashing damage, it deals 1d8 instead. - If its claw attack already had the versatile (piercing) trait, it gains the deadly 1d8 trait. - - **Heightened (4th)** The spell can affect up to 6 willing creatures with unarmed claw Strikes. ---- -# `=this.name` -==uncommon== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Comprehend Language.md b/content/Mechanics/Spells/Spells/Level 2/Comprehend Language.md deleted file mode 100644 index 0b3b0400d..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Comprehend Language.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Comprehend Language -alias: Comprehend Language -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: divination -type: utility -traditions: [arcane, divine, occult] -deities: Eritrice, Gruhastha, Thoth, Winlas -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - divination -components: - - somatic - - verbal -description: > - 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. - - **Heightened (3rd)** The target can also speak the language. - **Heightened (4th)** You can target up to 10 creatures, and targets can also speak the language. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Create Food.md b/content/Mechanics/Spells/Spells/Level 2/Create Food.md deleted file mode 100644 index ee97e3043..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Create Food.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Create Food -alias: Create Food -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 2 -school: conjuration -type: utility -traditions: [arcane, divine, primal] -time: 1 hour -pf2etime: "" -range: 30 feet -source: "Pathfinder Core Rulebook" -traits: - - common - - conjuration -components: - - somatic - - verbal -description: > - 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). - - **Heightened (4th)** You can feed 12 Medium creatures. - **Heightened (6th)** You can feed 50 Medium creatures. - **Heightened (8th)** You can feed 200 Medium creatures. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Dancing Shield.md b/content/Mechanics/Spells/Spells/Level 2/Dancing Shield.md deleted file mode 100644 index 6aa90e604..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Dancing Shield.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Dancing Shield -alias: Dancing Shield -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: evocation -type: utility -traditions: [arcane, divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 touched shield and 1 willing creature -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -duration: sustained up to 1 minute -traits: - - uncommon - - evocation -components: - - somatic - - verbal -description: > - You levitate the touched shield and orbit it around a nearby ally. When you Cast the Spell and Sustain the Spell, the shield uses the Raise a Shield action to protect the target creature. - - **Heightened (4th)** If you have the Shield Block reaction, you can use your reaction to have the target shield use Shield Block when the target creature would take damage from a physical attack, in addition to the usual trigger. In this case, Shield Block protects the target creature, rather than you. Since the shield is using Shield Block and not you, additional effects or abilities that normally apply when you Shield Block don't apply. ---- -# `=this.name` -==uncommon== | ==evocation== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Darkness.md b/content/Mechanics/Spells/Spells/Level 2/Darkness.md deleted file mode 100644 index ff97bd3a3..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Darkness.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Darkness -alias: Darkness -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: evocation -type: utility -traditions: [arcane, divine, occult, primal] -bloodline: shadow -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - darkness - - evocation -components: - - material - - somatic - - verbal -description: > - 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. - - **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]]. ---- -# `=this.name` -==darkness== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Deafness.md b/content/Mechanics/Spells/Spells/Level 2/Deafness.md deleted file mode 100644 index dd04f38a0..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Deafness.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Deafness -alias: Deafness -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: necromancy -type: save -traditions: [arcane, divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - The target loses hearing; it must attempt a Fortitude save. The target is then temporarily immune for 1 minute. - - **Critical Success** The target is unaffected. - **Success** The target is [[Deafened]] for 1 round. - **Failure** The target is Deafened for 10 minutes. - **Critical Failure** The target is Deafened permanently. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Death Knell.md b/content/Mechanics/Spells/Spells/Level 2/Death Knell.md deleted file mode 100644 index c5d583014..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Death Knell.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Death Knell -alias: Death Knell -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: necromancy -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 living creature that has 0 HP -source: "Pathfinder Core Rulebook" -save: will -basic: false -traits: - - common - - death - - necromancy -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The target is unaffected. - **Success** The target's [[Dying]] value increases by 1. - **Failure** The target dies. ---- -# `=this.name` -==death== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Dismantle.md b/content/Mechanics/Spells/Spells/Level 2/Dismantle.md deleted file mode 100644 index ec284ef62..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Dismantle.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Dismantle -alias: Dismantle -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 non-magical object in your possession of 1 Bulk or less -source: "Pathfinder Advanced Player's Guide" -duration: 1 minute -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - You touch an object, and it immediately disassembles itself into its component pieces. The spell fails if the target lacks component pieces (such as a statue carved from one block of stone), and using it on a dangerous object like a snare or trap typically triggers it. The object gains the [[Broken]] condition, and the component pieces become small enough to be [[Hidden]] under normal clothing and armor. You can Dismiss the spell. When the spell ends, the object reassembles itself into its original form, appearing in your hand or hands if you have them free, or on the ground in front of you otherwise. Once reassembled, the object loses the Broken condition and its Hit Points return to the value the object had when you Cast the Spell. - - **Heightened (4th)** The spell lasts for 10 minutes. - **Heightened (6th)** The spell lasts until your next daily preparations. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Elemental Zone.md b/content/Mechanics/Spells/Spells/Level 2/Elemental Zone.md deleted file mode 100644 index 9272bd1ad..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Elemental Zone.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Elemental Zone -alias: Elemental Zone -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: evocation -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - Select an elemental trait: air, earth, fire, or water. Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for air, bludgeoning for earth, fire for fire, and bludgeoning or cold for water. The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). - The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type. - - **Heightened (+2)** The status bonus increases by 1. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Empty Pack.md b/content/Mechanics/Spells/Spells/Level 2/Empty Pack.md deleted file mode 100644 index 15d3d837c..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Empty Pack.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Empty Pack -alias: Empty Pack -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: illusion -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 container of 2 Bulk or less -source: "Pathfinder Dark Archive" -duration: 1 hour -traits: - - common - - illusion -components: - - material - - somatic -description: > - You render every item inside the container you touch [[Invisible]], although the container itself remains visible. The items within are undetected to all creatures, though a creature can attempt to find an item by reaching into the bag, making an item [[Hidden]] to them instead if they succeed. Additionally, the spell doesn't prevent the items from making protrusions in the bag, adding weight, making noise when jostling around, and so on. However, the spell prevents anything within the container from falling out if it's upended. Any object removed from the container becomes visible and remains visible even if returned to the container. - - **Heightened (4th)** The duration is until the next time you make your daily preparations. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Endure Elements.md b/content/Mechanics/Spells/Spells/Level 2/Endure Elements.md deleted file mode 100644 index 8b479d2ac..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Endure Elements.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Endure Elements -alias: Endure Elements -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 2 -school: abjuration -type: utility -traditions: [arcane, divine, primal] -spelllist: elemental -time: 10 minutes -pf2etime: "" -range: touch -target: 1 willing creature -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - 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). - - **Heightened (3rd)** The target is protected from severe cold and heat. - **Heightened (5th)** The target is protected from severe cold, severe heat, extreme cold, and extreme heat. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Enhance Victuals.md b/content/Mechanics/Spells/Spells/Level 2/Enhance Victuals.md deleted file mode 100644 index 97036ff3e..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Enhance Victuals.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Enhance Victuals -alias: Enhance Victuals -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [divine, primal] -time: 1 minute -pf2etime: "" -range: touch -target: up to 1 gallon of non-magical water or up to 5 pounds of food -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - transmutation -components: - - material - - somatic - - verbal -description: > - 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. - - **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. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Enlarge.md b/content/Mechanics/Spells/Spells/Level 2/Enlarge.md deleted file mode 100644 index 7418e32f6..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Enlarge.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Enlarge -alias: Enlarge -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [arcane, primal] -deities: Balumbdar, Baphomet, Gorum, Iomedae, Keepers of the Hearth, Kostchtchie, Kurgess, Rovagug, The Laborer's Bastion -bloodline: demonic -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 willing creature -source: "Pathfinder Core Rulebook" -duration: 5 minutes -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. - - **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. - **Heightened (6th)** Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Entangle.md b/content/Mechanics/Spells/Spells/Level 2/Entangle.md deleted file mode 100644 index beeb2e166..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Entangle.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Entangle -alias: Entangle -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 2 -school: transmutation -type: save -traditions: [primal] -deities: Green Man, Nhimbaloth -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: reflex -basic: false -traits: - - common - - plant - - transmutation -components: - - somatic - - verbal -description: > - Area all squares in a 20-foot burst that contain plants or fungi - Plants and fungi 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. ---- -# `=this.name` -==plant== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Erase Trail.md b/content/Mechanics/Spells/Spells/Level 2/Erase Trail.md deleted file mode 100644 index ee25df3d7..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Erase Trail.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Erase Trail -alias: Erase Trail -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 2 -school: abjuration -type: utility -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 100 feet -area: 40-foot burst -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -traits: - - uncommon - - abjuration -components: - - somatic - - verbal -description: > - You drastically reduce all signs of one specific creature's passage from the area, including footprints, handprints, dirt, and minor changes caused to the surrounding environment, like the bending of grass. The DC of checks to Seek or Search and discover such signs within the area gains a +4 status bonus or is equal to your spell DC, whichever is higher. This spell doesn't repair objects the creature damaged, return slain creatures to life, or remove objects or garbage left behind. It also doesn't prevent others from noticing that the creature's trail ends or begins abruptly outside the area. Finally, this spell doesn't hide the creature from sight or prevent them from leaving new signs of their presence after this spell is cast. - - **Heightened (+2)** The range increases by 100 feet, the area increases by 20 feet, and you can remove all signs of 1 additional creature's passage from the area. ---- -# `=this.name` -==uncommon== | ==abjuration== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Expeditious Excavation.md b/content/Mechanics/Spells/Spells/Level 2/Expeditious Excavation.md deleted file mode 100644 index 6aea7f2c5..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Expeditious Excavation.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Expeditious Excavation -alias: Expeditious Excavation -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [arcane, primal] -deities: Kabriri, Magrim, Sairazul -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -source: "Pathfinder Lost Omens: Gods & Magic" -save: reflex -basic: false -traits: - - common - - earth - - transmutation -components: - - somatic - - verbal -description: > - You remove loose dirt, dust, gravel, sand, and the like (though not solid stone) up to the size of a 5-foot cube. Any Medium or smaller creature standing atop the earth when the spell is cast must attempt a Reflex save or Acrobatics check. - - **Success** The creature is unaffected and can choose to either descend the pit without damage or move to the nearest available space of its choice. - **Failure** The creature falls [[Prone]] in the nearest available space of its choice, or falls into the pit if it prefers. - **Critical Failure** The creature falls into the pit excavated by the spell and lands Prone, taking falling damage as normal. - - **Heightened (+2)** The spell can excavate an additional 5-foot cube of earth. If you excavate all four 5-foot cubes beneath a Large creature, it must attempt a Reflex save or Acrobatics check, as above. ---- -# `=this.name` -==earth== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Extract Poison.md b/content/Mechanics/Spells/Spells/Level 2/Extract Poison.md deleted file mode 100644 index 774a56cee..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Extract Poison.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -name: Extract Poison -alias: Extract Poison -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: abjuration -type: utility -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 poison on or in an object -source: "Pathfinder Secrets of Magic" -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add 1d6 poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Fear the Sun.md b/content/Mechanics/Spells/Spells/Level 2/Fear the Sun.md deleted file mode 100644 index 7ead6e090..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Fear the Sun.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Fear the Sun -alias: Fear the Sun -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: transmutation -type: save -traditions: [arcane, divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder #172: Secrets of the Temple-City" -save: fortitude -basic: false -traits: - - uncommon - - transmutation -components: - - somatic - - verbal -description: > - You cause the creature's vision to become particularly sensitive. The creature must attempt a Fortitude save. The creature is then temporarily immune for 1 minute. - - **Critical Success** The creature is unaffected. - **Success** The creature is [[Dazzled]] for 1 round. - **Failure** The creature is dazzled for 1 minute. - **Critical Failure** The creature gains Light Blindness for 1 minute. If the creature is already exposed to bright light, it immediately becomes [[Blinded]], as it isn't acclimated to its newly acquired light blindness. - - **Heightened (6th)** You can target up to 10 creatures. ---- -# `=this.name` -==uncommon== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Feast of Ashes.md b/content/Mechanics/Spells/Spells/Level 2/Feast of Ashes.md deleted file mode 100644 index 26bc64729..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Feast of Ashes.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Feast of Ashes -alias: Feast of Ashes -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: necromancy -type: save -traditions: [arcane, occult, primal] -deities: Fumeiyoshi, Trelmarixian -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -target: 1 living creature -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 week -save: fortitude -basic: false -traits: - - common - - curse - - necromancy -components: - - material - - somatic - - verbal -description: > - You curse the target with a hunger no food can sate. You can Dismiss the spell. The target must attempt a Fortitude save. - - **Critical Success** The creature is unaffected and is temporarily immune for 1 hour. - **Success** The creature is [[Fatigued]] for 1 round. - **Failure** The creature is immediately afflicted by hunger as if it hadn't eaten food in days. It becomes Fatigued and takes 1d4 damage each day that can't be healed until it sates its hunger. No amount of eating can sate the creature's hunger during the spell's duration. After the spell's duration, the creature takes damage from starvation. - **Critical Failure** As failure but the creature takes 2d4 damage each day, twice as much as usual for hunger. - - **Heightened (+1)** The hunger becomes more unbearable, increasing the damage each day by 1d4, or by 2d4 on a critical failure. ---- -# `=this.name` -==curse== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Feral Shades.md b/content/Mechanics/Spells/Spells/Level 2/Feral Shades.md deleted file mode 100644 index ca2e3e5ba..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Feral Shades.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Feral Shades -alias: Feral Shades -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 2 -school: necromancy -type: save -traditions: [primal] -deities: Orcus -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot cone -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: true -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal 2d4 slashing damage and 2d4 negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: prone creatures or those taking persistent bleed damage take a -2 status penalty to the save. - - **Heightened (+1)** The slashing damage and the negative damage each increase by 1d4. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Final Sacrifice.md b/content/Mechanics/Spells/Spells/Level 2/Final Sacrifice.md deleted file mode 100644 index 1c0b1c941..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Final Sacrifice.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Final Sacrifice -alias: Final Sacrifice -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: evocation -type: save -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature with the minion trait that you summoned or permanently control -source: "Pathfinder Advanced Player's Guide" -save: reflex -basic: true -traits: - - common - - fire - - evocation -components: - - somatic - - verbal -description: > - You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and the explosion deals 6d6 fire damage to creatures within 20 feet of it (basic Reflex save). If the target has the cold or water trait, the spell instead deals cold damage and gains the cold trait in place of the fire trait. If used on a creature that isn't mindless, this spell has the evil trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by Command Undead, automatically fails and breaks the controlling effect. - - **Heightened (+1)** The damage increases by 2d6 fire damage. ---- -# `=this.name` -==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Flame Wisp.md b/content/Mechanics/Spells/Spells/Level 2/Flame Wisp.md deleted file mode 100644 index 5a8adaade..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Flame Wisp.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Flame Wisp -alias: Flame Wisp -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: evocation -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - fire - - evocation -components: - - somatic - - verbal -description: > - Three faintly glowing wisps of fire float around your head. Each time you hit a creature with a Strike, one of the wisps goes hurtling towards that creature, dealing 1d4 fire damage. If you Cast a Spell with the fire trait while you have fewer than three wisps, a new wisp appears. - - **Heightened (+2)** The damage increases by 1d4. ---- -# `=this.name` -==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Flaming Sphere.md b/content/Mechanics/Spells/Spells/Level 2/Flaming Sphere.md deleted file mode 100644 index 65343b5c9..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Flaming Sphere.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Flaming Sphere -alias: Flaming Sphere -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: evocation -type: save -traditions: [arcane, primal] -deities: Lubaiko, Nurgal, Ra, The Path of the Heavens -bloodline: diabolic -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -save: reflex -basic: false -traits: - - common - - fire - - evocation -components: - - somatic - - verbal -description: > - 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, the first time you Sustain this Spell, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature in that square. - Creatures that succeed at their save take no damage (instead of half). - - **Heightened (+1)** The damage increases by 1d6. ---- -# `=this.name` -==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Fungal Hyphae.md b/content/Mechanics/Spells/Spells/Level 2/Fungal Hyphae.md deleted file mode 100644 index 677122760..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Fungal Hyphae.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Fungal Hyphae -alias: Fungal Hyphae -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 2 -school: necromancy -type: utility -traditions: [primal] -deities: Cyth-V'sug -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 minute -traits: - - common - - fungus - - necromancy -components: - - somatic - - verbal -description: > - Thin hyphae grow from your feet and plunge into the earth, creating a symbiotic fungal network that attaches to plants within 30 feet and connects you to their root systems. You gain an imprecise tremorsense allowing you to sense anything directly touching plants within that distance. If you move, the hyphae snap and the spell ends. - - **Heightened (4th)** You can control plants in the area to a small degree, allowing you to make Strikes with tree branches, exposed roots, or similarly solid plants. To do so, you use a Strike action, but you can Strike any creature you can detect with your tremorsense. These are melee spell attacks that deal 2d8 bludgeoning damage plus your spellcasting ability modifier. Unusual plants, such as thorny vines, might deal a different type of damage at the GM's discretion. You can't make any other attacks through these plants, or take any other actions through them, other than these Strikes. - **Heightened (6th)** As 4th level, but you can use other simple manipulate actions through the plants, including having a branch pick an object up or open a door, though more complex actions, such as picking a lock or disabling a trap, remain impossible. ---- -# `=this.name` -==fungus== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Fungal Infestation.md b/content/Mechanics/Spells/Spells/Level 2/Fungal Infestation.md deleted file mode 100644 index cec7fc0f0..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Fungal Infestation.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Fungal Infestation -alias: Fungal Infestation -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 2 -school: conjuration -type: save -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -area: 15-foot cone -source: "Pathfinder Advanced Player's Guide" -save: fortitude -basic: false -traits: - - common - - conjuration -components: - - somatic - - verbal -description: > - Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent Poison damage, and each creature must attempt a Fortitude save. - - **Critical Success** The creature is unaffected. - **Success** The target takes half the persistent poison damage. - **Failure** The target takes the full persistent poison damage. While it is taking this persistent poison damage, it has weakness 1 to fire and weakness 1 to slashing. - **Critical Failure** As failure, but double the persistent poison damage. While it is taking this persistent poison damage, it has weakness 2 to fire and weakness 2 to slashing. - - **Heightened (+2)** The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Gentle Repose.md b/content/Mechanics/Spells/Spells/Level 2/Gentle Repose.md deleted file mode 100644 index fb57306d6..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Gentle Repose.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Gentle Repose -alias: Gentle Repose -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: necromancy -type: utility -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 corpse -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **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). ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Ghoulish Cravings.md b/content/Mechanics/Spells/Spells/Level 2/Ghoulish Cravings.md deleted file mode 100644 index d3a4d3c07..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Ghoulish Cravings.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -name: Ghoulish Cravings -alias: Ghoulish Cravings -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: necromancy -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - disease - - evil - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** The target is afflicted with ghoul fever at stage 1. - **Failure** The target is afflicted with ghoul fever at stage 2. - **Critical Failure** The target is afflicted with ghoul fever at stage 3. - - **Ghoul Fever (disease) Level 3** - Stage 1 carrier with no ill effects (1 day) - Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day) - Stage 3 as stage 2 (1 day) - Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day) - Stage 5 as stage 4 (1 day) - Stage 6 the creature dies and rises as a ghoul at the next midnight ---- -# `=this.name` -==disease== | ==evil== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Glitterdust.md b/content/Mechanics/Spells/Spells/Level 2/Glitterdust.md deleted file mode 100644 index f8760d95c..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Glitterdust.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Glitterdust -alias: Glitterdust -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: evocation -type: save -traditions: [arcane, primal] -deities: Ashava, Cosmic Caravan -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 10-foot burst -source: "Pathfinder Core Rulebook" -save: reflex -basic: false -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** The target's invisibility is negated for 2 rounds. - **Failure** The target is [[Dazzled]] for 1 minute and its invisibility is negated for 1 minute. - **Critical Failure** The target is [[Blinded]] for 1 round and Dazzled for 10 minutes. Its invisibility is negated for 10 minutes. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Grave Impressions.md b/content/Mechanics/Spells/Spells/Level 2/Grave Impressions.md deleted file mode 100644 index 6ba43f6f0..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Grave Impressions.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Grave Impressions -alias: Grave Impressions -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: necromancy -type: utility -traditions: [divine, occult] -time: 1 minute -pf2etime: "" -range: touch -target: 1 corpse -source: "Pathfinder #169: Kindled Magic" -duration: 10 minutes -traits: - - uncommon - - necromancy -components: - - somatic - - verbal -description: > - You project a fragment of your senses into the corpse. While within 500 feet of the corpse (even if it's outside your line of sight or line of effect), you can see from where the target corpse had eyes using your normal visual senses, and you can hear from where the corpse had ears using your normal auditory senses. You can switch between your own vision and hearing, and the corpse's senses, with a single action that has the concentrate trait. If the corpse naturally lacked eyes or hearing organs in life, you cannot use that sense when using this spell. If the corpse is moved from its location, the spell ends. - - **Heightened (4th)** The duration increases to 1 hour. - **Heightened (6th)** The duration lasts until the next time you make your daily preparations. ---- -# `=this.name` -==uncommon== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Guiding Star.md b/content/Mechanics/Spells/Spells/Level 2/Guiding Star.md deleted file mode 100644 index 62527b348..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Guiding Star.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Guiding Star -alias: Guiding Star -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 2 -school: divination -type: utility -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: planetary -target: 1 creature you've met -source: "Pathfinder Secrets of Magic" -duration: until your next daily preparations -traits: - - common - - detection - - mental - - divination -components: - - somatic - - verbal -description: > - You call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns. ---- -# `=this.name` -==detection== | ==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Heat Metal.md b/content/Mechanics/Spells/Spells/Level 2/Heat Metal.md deleted file mode 100644 index 756a8f217..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Heat Metal.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Heat Metal -alias: Heat Metal -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: evocation -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 metal item or metal creature -source: "Pathfinder Advanced Player's Guide" -save: reflex -basic: false -traits: - - common - - fire - - evocation -components: - - somatic - - verbal -description: > - This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals 4d6 fire damage and 2d4 persistent fire damage to the creature, which must attempt a Reflex saving throw. - If you target an item held by the creature, the creature can Release the item to improve their degree of success by one step from the result of their saving throw. The persistent damage is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the persistent damage as normal, since the item remains hot and can sear someone who picks it up. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage and the object deals no persistent fire damage. - **Failure** The creature takes full damage and the object deals full persistent damage. - **Critical Failure** As failure, but the creature takes double damage and the object deals double persistent damage. - - **Heightened (+1)** The initial damage increases by 2d6 and the persistent damage increases by 1d4. ---- -# `=this.name` -==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Hideous Laughter.md b/content/Mechanics/Spells/Spells/Level 2/Hideous Laughter.md deleted file mode 100644 index cf6b914b4..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Hideous Laughter.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Hideous Laughter -alias: Hideous Laughter -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Bes, Kofusachi, The Lantern King -bloodline: fey -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 living creature -source: "Pathfinder Core Rulebook" -duration: sustained -save: will -basic: false -traits: - - common - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - The target is overtaken with uncontrollable laughter. It must attempt a Will save. - **Critical Success** The target is unaffected. - **Success** The target is plagued with uncontrollable laugher. It can't use reactions. - **Failure** The target is [[Slowed]] 1 and can't use reactions. - **Critical Failure** The target falls [[Prone]] and can't use actions or reactions for 1 round. It then suffers the failure effects. ---- -# `=this.name` -==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Horrifying Blood Loss.md b/content/Mechanics/Spells/Spells/Level 2/Horrifying Blood Loss.md deleted file mode 100644 index 3a7f4b589..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Horrifying Blood Loss.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Horrifying Blood Loss -alias: Horrifying Blood Loss -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: enchantment -type: save -traditions: [arcane, divine, occult] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: 30 feet -target: 1 creature taking bleed damage -source: "Pathfinder #181: Zombie Feast" -duration: varies -save: will -basic: false -traits: - - uncommon - - curse - - emotion - - fear - - mental - - enchantment -components: - - verbal -description: > - You curse the target, filling it with terror at the loss of its blood. The target must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** The target is [[Frightened]] 1. - **Failure** The target is [[Frightened]] 2. Until it stops bleeding, its frightened value can't decrease below frightened 1. - **Critical Failure** As failure, but the target is [[Frightened]] 3. - - **Heightened (4th)** You even terrify witnesses with the copious quantities of blood. You can target up to four creatures as secondary targets. These secondary targets don't need to be bleeding but must be able to see the primary target. Secondary targets must also attempt Will saves, with the same results, except their restriction on decreasing their frightened value depends on whether the primary target is still bleeding. ---- -# `=this.name` -==uncommon== | ==curse== | ==emotion== | ==fear== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Humanoid Form.md b/content/Mechanics/Spells/Spells/Level 2/Humanoid Form.md deleted file mode 100644 index 9d7540cd7..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Humanoid Form.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Humanoid Form -alias: Humanoid Form -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [arcane, occult, primal] -deities: Arshea, Belial, Daikitsu, Isis, Nyarlathotep (The Crawling Chaos) -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. - - **Heightened (3rd)** You gain darkvision or low-light vision if the form you assume has that ability. - **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. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Ignite Fireworks.md b/content/Mechanics/Spells/Spells/Level 2/Ignite Fireworks.md deleted file mode 100644 index 51d1f0d6a..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Ignite Fireworks.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Ignite Fireworks -alias: Ignite Fireworks -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 10-foot burst -source: "Pathfinder Secrets of Magic" -save: reflex -basic: false -traits: - - common - - fire - - sonic - - evocation -components: - - somatic - - verbal -description: > - A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage and is [[Dazzled]] for 1 round. - **Failure** The creature takes full damage and is dazzled for 3 rounds. - **Critical Failure** The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute. - - **Heightened (+2)** The initial fire damage increases by 1d8, the sonic damage increases by 1d8, and the persistent fire damage a creature takes on a critical failure increases by 1d4. ---- -# `=this.name` -==fire== | ==sonic== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Illusory Creature.md b/content/Mechanics/Spells/Spells/Level 2/Illusory Creature.md deleted file mode 100644 index 9776903bb..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Illusory Creature.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Illusory Creature -alias: Illusory Creature -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: illusion -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -source: "Pathfinder Core Rulebook" -duration: sustained -traits: - - common - - auditory - - olfactory - - visual - - illusion -components: - - somatic - - verbal -description: > - 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 an immediate Perception check to disbelieve the spell. 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. - - **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). ---- -# `=this.name` -==auditory== | ==olfactory== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Imp Sting.md b/content/Mechanics/Spells/Spells/Level 2/Imp Sting.md deleted file mode 100644 index 0d5ac1ca6..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Imp Sting.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Imp Sting -alias: Imp Sting -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: necromancy -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder #160: Assault on Hunting Lodge Seven" -save: fortitude -basic: false -traits: - - uncommon - - evil - - poison - - necromancy -components: - - somatic - - verbal -description: > - You reproduce an imp's evil, poisonous sting, stabbing at an enemy and possibly affecting them with the devil's benumbing venom. You deal 1d4 piercing damage to the touched creature and afflict the creature with imp venom. If the target takes piercing damage, they also take 1d6 evil damage and must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target takes 1d6 poison damage. - **Failure** The target is afflicted with Imp Venom at stage 1. - **Critical Failure** The target is afflicted with imp venom at stage 2. - - **Imp Venom (poison) Level 3** - Maximum Duration 6 rounds - Stage 1 1d6 poison damage and [[Clumsy]] 1 - Stage 2 1d6 poison damage, [[Clumsy]] 1, and [[Slowed]] 1 (1 round). ---- -# `=this.name` -==uncommon== | ==evil== | ==poison== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Impart Empathy.md b/content/Mechanics/Spells/Spells/Level 2/Impart Empathy.md deleted file mode 100644 index a6652c5e2..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Impart Empathy.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Impart Empathy -alias: Impart Empathy -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: enchantment -type: save -traditions: [occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 animal -source: "Pathfinder #175: Broken Tusk Moon" -duration: 1 day -save: will -basic: false -traits: - - uncommon - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - You expand the target's ability to understand social cues that are normally beyond its comprehension. Any creature to which the target isn't unfriendly or hostile can use Diplomacy to Make an Impression on it and to make very simple Requests of it. This doesn't render the animal any more inclined to help than it otherwise would be. - - **Heightened (4th)** The spell can also target plants and fungi. ---- -# `=this.name` -==uncommon== | ==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Impeccable Flow.md b/content/Mechanics/Spells/Spells/Level 2/Impeccable Flow.md deleted file mode 100644 index b92065dc2..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Impeccable Flow.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Impeccable Flow -alias: Impeccable Flow -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine -level: 2 -school: divination -type: utility -traditions: [arcane, divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder #169: Kindled Magic" -duration: 1 minute -traits: - - uncommon - - lawful - - divination -components: - - somatic - - verbal -description: > - You attune yourself to an underlying cosmic order to the world. While you remain in tune with this power, you gain a +1 status bonus to Perception checks, saving throws, and skill checks. If you critically fail any check while under the effects of this spell, the bonus ends and you instead have a -1 status penalty to all checks for the remaining duration. - - **Heightened (5th)** The status bonus increases to +2. - **Heightened (8th)** The status bonus increases to +3. - - Note: The automation for the critical failure effect defaults to 10 rounds and must be altered manually. ---- -# `=this.name` -==uncommon== | ==lawful== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Inner Radiance Torrent.md b/content/Mechanics/Spells/Spells/Level 2/Inner Radiance Torrent.md deleted file mode 100644 index 6940cf173..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Inner Radiance Torrent.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Inner Radiance Torrent -alias: Inner Radiance Torrent -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: necromancy -type: save -traditions: [divine, occult] -time: 2 to 3 rounds -pf2etime: "" -area: 60-foot line -source: "Pathfinder Secrets of Magic" -save: reflex -basic: true -traits: - - common - - force - - light - - necromancy -components: -description: > - You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness. - - **2** (somatic, verbal) The line is 60 feet long. - **3** (material, somatic, verbal) The line is 120-foot long. - - **Two Rounds** The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you. - - **Heightened (+1)** The initial damage, as well as the additional damage for the 2-round casting time, each increase by 4d4, and the damage to adjacent creatures dealt while in your shining state increases by 1. ---- -# `=this.name` -==force== | ==light== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Instant Armor.md b/content/Mechanics/Spells/Spells/Level 2/Instant Armor.md deleted file mode 100644 index 981b72177..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Instant Armor.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Instant Armor -alias: Instant Armor -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: conjuration -type: utility -traditions: [arcane, divine, occult, primal] -time: 10 minutes -pf2etime: "" -source: "Pathfinder Secrets of Magic" -duration: 24 hours -traits: - - common - - contingency - - extradimensional - - conjuration -components: - - material - - somatic - - verbal -description: > - Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space that's linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don't gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn't been used by the time the spell's duration ends, the extradimensional space collapses, ejecting the armor's pieces on the ground under you. - - **Armor Up! | reaction | [[Manipulate]] | Effect** You snap your fingers. The armor returns to your body. - ---- -# `=this.name` -==contingency== | ==extradimensional== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Invisibility.md b/content/Mechanics/Spells/Spells/Level 2/Invisibility.md deleted file mode 100644 index be1745fc6..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Invisibility.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Invisibility -alias: Invisibility -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Achaekek, Ketephys, Nalinivati, Ng, Nivi Rhombodazzle, Norgorber, Raumya, Shax, Yaezhing -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - illusion -components: - - material - - somatic -description: > - 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. If the target uses a hostile action, the spell ends after that hostile action is completed. - - **Heightened (4th)** The spell lasts 1 minute, but it doesn't end if the target uses a hostile action. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Iron Gut.md b/content/Mechanics/Spells/Spells/Level 2/Iron Gut.md deleted file mode 100644 index 0929c8ab9..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Iron Gut.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Iron Gut -alias: Iron Gut -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 hour -traits: - - common - - transmutation -components: - - material - - somatic -description: > - Your mouth, esophagus, and stomach become incredibly elastic and tougher than metal. For the duration of the spell, you can reach down your throat to store or retrieve a single object of light or negligible Bulk in your stomach, as though your stomach were a backpack or other container. Storing and retrieving an item in this way requires an Interact action. The object must be small enough to reasonably fit within your stomach. It is very difficult for other creatures to notice that you are hiding an object in this way; passive observers can't possibly notice and you gain a +4 circumstance bonus to your Stealth checks to Conceal an Object unless the searcher specifically searches your mouth and stomach. If at the end of the spell's duration you still have an object stored in your stomach, it is violently expelled, dealing 1d6 damage to you. - - **Heightened (3rd)** The duration increases to 8 hours. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Lock Item.md b/content/Mechanics/Spells/Spells/Level 2/Lock Item.md deleted file mode 100644 index ca04664b2..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Lock Item.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Lock Item -alias: Lock Item -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: abjuration -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 object held by 1 creature and the creature holding it -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -duration: varies -save: reflex -basic: false -traits: - - uncommon - - abjuration -components: - - somatic - - verbal -description: > - One object held by a creature becomes fused to that creature's hand and can't be put down. To Disarm or Steal the item, the result of the skill check must exceed the spell's DC or the normal DC, whichever is higher. To voluntarily drop the weapon, the target must spend an Interact action rather than a free action, and then succeed at a Reflex save. On a failed save, the action is wasted, but on a success, they drop the item and the spell ends. An unwilling creature must attempt an initial Reflex save against lock item. A willing creature can choose to critically fail the saving throw. - - **Critical Success** The creature is unaffected. - **Success** The creature is affected for 1 round. - **Failure** The creature is affected for 4 rounds. - **Critical Failure** The creature is affected for 1 minute. - - **Heightened (+2)** You can target either 1 additional object held by the same creature or 1 additional object held by 1 additional creature. ---- -# `=this.name` -==uncommon== | ==abjuration== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Lucky Number.md b/content/Mechanics/Spells/Spells/Level 2/Lucky Number.md deleted file mode 100644 index 52f618a8a..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Lucky Number.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Lucky Number -alias: Lucky Number -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: divination -type: utility -traditions: [arcane, divine, occult] -time: 10 minutes -pf2etime: "" -source: "Pathfinder Secrets of Magic" -duration: until the next time you make your daily preparations -traits: - - common - - contingency - - divination -components: - - material - - somatic - - verbal -description: > - When you Cast this Spell, roll 1d20 and make a note of the result. You gain the That's My Number reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations. - - **That's My Number! | reaction | [[Divination]], [[Fortune]] | Trigger** You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check; **Effect** You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received. - ---- -# `=this.name` -==contingency== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Magnetic Attraction.md b/content/Mechanics/Spells/Spells/Level 2/Magnetic Attraction.md deleted file mode 100644 index 539fb0c2e..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Magnetic Attraction.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Magnetic Attraction -alias: Magnetic Attraction -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: evocation -type: utility -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: up to 10 metal objects with a total Bulk of 1 or less -source: "Pathfinder Secrets of Magic" -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to Disarm the creature of the metal objects, making a spell attack roll instead of an Athletics check to do so. - Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an Interact action. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Magnetic Repulsion.md b/content/Mechanics/Spells/Spells/Level 2/Magnetic Repulsion.md deleted file mode 100644 index f2b5c5841..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Magnetic Repulsion.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Magnetic Repulsion -alias: Magnetic Repulsion -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: abjuration -type: utility -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a -1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is -2 and the squares adjacent to you are greater difficult terrain. - While this spell is active, you require an additional Interact action before using a metal object (including to Strike with a metal weapon), and if you're wearing metal armor, you're [[Slowed]] 1. - - **Heightened (+3)** The status penalty to attack rolls increases by 1. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Mimic Undead.md b/content/Mechanics/Spells/Spells/Level 2/Mimic Undead.md deleted file mode 100644 index 8facac509..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Mimic Undead.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -name: Mimic Undead -alias: Mimic Undead -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: necromancy -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -requirements: You're a living creature -source: "Pathfinder Secrets of Magic" -duration: 10 minutes -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - You take death and wrap it about you like a cloak-your colors wash out and your skin grows cold to the touch. Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a Perception check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to Impersonate an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to Impersonate any other sort of undead. Mindless undead usually don't have a reason to even attempt the Perception check to notice your Impersonation unless you interact with them in some way. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Requirements** `=this.requirements` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Mind Games.md b/content/Mechanics/Spells/Spells/Level 2/Mind Games.md deleted file mode 100644 index c8427101a..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Mind Games.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Mind Games -alias: Mind Games -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: enchantment -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder #169: Kindled Magic" -duration: sustained up to 1 minute -save: will -basic: false -cost: 3 gp game piece focus -traits: - - uncommon - - mental - - enchantment -components: - - somatic - - verbal -description: > - You lock minds with the target, trying to mentally subdue them. The target must attempt a Will save. Each time you Sustain this Spell, the target attempts another Will save. - - **Critical Success** You are [[Stunned]] 1 and the spell ends. - **Success** The target is unaffected. - **Failure** The target is stunned 1. - **Critical Failure** The target is [[Stunned]] 2. ---- -# `=this.name` -==uncommon== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` -**Cost** `=this.cost` -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Mirror Image.md b/content/Mechanics/Spells/Spells/Level 2/Mirror Image.md deleted file mode 100644 index 34016074c..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Mirror Image.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Mirror Image -alias: Mirror Image -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Imbrex, Irez, Lady Jingxi, Suyuddha, Tsukiyo -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - visual - - illusion -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Misdirection.md b/content/Mechanics/Spells/Spells/Level 2/Misdirection.md deleted file mode 100644 index a52b5b1bf..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Misdirection.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Misdirection -alias: Misdirection -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Adanye, Chaldira, Erecura, Mahathallah -time: 1 minute -pf2etime: "" -range: 30 feet -target: 2 creatures or objects -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - common - - illusion -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Paranoia.md b/content/Mechanics/Spells/Spells/Level 2/Paranoia.md deleted file mode 100644 index df37f0c0e..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Paranoia.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Paranoia -alias: Paranoia -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 2 -school: illusion -type: save -traditions: [occult] -deities: Gyronna, Imot -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: will -basic: false -traits: - - common - - mental - - illusion -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The target is unaffected. - **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. - **Failure** As success, but the effect lasts 1 minute. - **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. - **Heightened (6th)** You can target up to 5 creatures. ---- -# `=this.name` -==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Penumbral Disguise.md b/content/Mechanics/Spells/Spells/Level 2/Penumbral Disguise.md deleted file mode 100644 index fdb74b392..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Penumbral Disguise.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Penumbral Disguise -alias: Penumbral Disguise -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Dajermube -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 willing creature -source: "Pathfinder #172: Secrets of the Temple-City" -duration: 10 minutes -traits: - - uncommon - - shadow - - illusion -components: - - somatic - - verbal -description: > - You wrap the target in shadows, granting them a +1 status bonus to Stealth checks to Hide while in dim light or darkness. - In addition, the shadows mask the creature's features. While the creature is in dim light or darkness, other creatures must succeed at a Seek action against the spell's DC to discern details about the target's appearance. For example, without using Seek, other creatures can determine the target's general shape (such as humanoid), but they would need to Seek to determine the target's precise appearance or any other identifying information. - Creatures with darkvision can still see the target and their features normally. The target's normal appearance is revealed in bright light. - - **Heightened (4th)** The status bonus is +2. Creatures with darkvision can no longer discern details about the target while the target is in dim light or darkness without Seeking, though creatures with greater darkvision can still determine these details. - **Heightened (6th)** As 4th level, except the status bonus is +3 and creatures without darkvision can't determine even general details about the target while the target is in dim light or darkness unless they successfully Seek the target; these creatures see a vague shadow instead. Even on a successful Seek, they only determine general features, though they can see details on a critical success. - **Heightened (8th)** As 6th level, except the status bonus is +4 and even creatures with greater darkvision must Seek to discern details about the target while the target is in dim light or darkness. ---- -# `=this.name` -==uncommon== | ==shadow== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Persistent Servant.md b/content/Mechanics/Spells/Spells/Level 2/Persistent Servant.md deleted file mode 100644 index 256630fff..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Persistent Servant.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Persistent Servant -alias: Persistent Servant -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: conjuration -type: utility -traditions: [arcane, occult] -time: 1 minute -pf2etime: "" -range: 120 feet -area: 60-foot burst -source: "Pathfinder Secrets of Magic" -duration: until your next daily preparations -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - You call forth an unseen servant and task it to perform a specific chore repeatedly. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration, though it can't ever leave the spell's area. - The servant isn't a minion, and you don't need to Sustain the Spell in order for it to continue to act. However, it acts on its own time, and thus can't accomplish anything useful during an encounter, even if an encounter happens within the spell's range. - Tasks that rely on timing, discretion, or significant manual dexterity are doomed to failure. For instance, a servant tasked to pick objects off the floor won't discriminate between trash, misplaced treasure, or objects that are supposed to be on the floor, like a mousetrap. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Phantasmal Treasure.md b/content/Mechanics/Spells/Spells/Level 2/Phantasmal Treasure.md deleted file mode 100644 index fe87487b6..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Phantasmal Treasure.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Phantasmal Treasure -alias: Phantasmal Treasure -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: illusion -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 living creature -source: "Pathfinder Advanced Player's Guide" -duration: varies -save: will -basic: false -traits: - - common - - emotion - - mental - - illusion -components: - - somatic - - verbal -description: > - A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure-be it a pile of items, a deific avatar, or a cherished loved one or hero. The target's response to the treasure is based on the outcome of the target's Will save. - - **Critical Success** The target is unaffected. - **Success** The target becomes [[Fascinated]] with the treasure, and the duration is until the end of its turn. The target can also try to disbelieve the illusion if it touches the treasure Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target disbelieves the illusion, the spell ends. - **Failure** As success, but the duration is 1 minute. - **Critical Failure** As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also Interact to converse with it.) ---- -# `=this.name` -==emotion== | ==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Phantom Crowd.md b/content/Mechanics/Spells/Spells/Level 2/Phantom Crowd.md deleted file mode 100644 index a3dc1bdac..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Phantom Crowd.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Phantom Crowd -alias: Phantom Crowd -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: illusion -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 5-foot burst -source: "Pathfinder Secrets of Magic" -duration: sustained up to 10 minutes -traits: - - common - - visual - - illusion -components: - - somatic - - verbal -description: > - A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a Seek action to examine the crowd can attempt to disbelieve your illusion. The crowd is difficult terrain for anyone who hasn't disbelieved the illusion. - When you spend 1 or more actions to cast a composition spell or to perform an activity that includes a Performance check, you can also Sustain this Spell as part of that action. - - **Heightened (+1)** The crowd occupies an additional 10-foot square in range. The additional square doesn't need to be adjacent to any other square created by the spell. It can overlap, but there's no additional effect in the overlapped squares. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Phantom Steed.md b/content/Mechanics/Spells/Spells/Level 2/Phantom Steed.md deleted file mode 100644 index 5a40d3ab5..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Phantom Steed.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Phantom Steed -alias: Phantom Steed -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: conjuration -type: utility -traditions: [arcane, occult, primal] -deities: General Susumu -time: 10 minutes -pf2etime: "" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: 8 hours -traits: - - common - - conjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (4th)** The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. - **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. - **Heightened (6th)** The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Quench.md b/content/Mechanics/Spells/Spells/Level 2/Quench.md deleted file mode 100644 index 180728cb2..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Quench.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Quench -alias: Quench -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 2 -school: abjuration -type: save -traditions: [primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Advanced Player's Guide" -duration: sustained -save: fortitude -basic: true -traits: - - common - - water - - abjuration -components: - - somatic - - verbal -description: > - You cause the air in the area to become supersaturated with water vapor. Non-magical fires within the area are automatically extinguished. Fire creatures within the area take 4d8 damage (basic Fortitude save). Choose one magical fire, fire spell, or fire item in the area and attempt to counteract it. If you succeed against an item, the item loses its fire properties for 10 minutes (for instance, a +1 Flaming Longsword would become a +1 Longsword). If the target is an artifact or similarly powerful item, you automatically fail to counteract it. - The first time each round you Sustain this spell, you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires. - If you have the Counterspell reaction, you can use quench to counter any spell with the fire trait instead of needing to have the triggering fire spell prepared or in your repertoire. - - **Heightened (+1)** Increase the damage to fire creatures by 2d8. ---- -# `=this.name` -==water== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Radiant Field.md b/content/Mechanics/Spells/Spells/Level 2/Radiant Field.md deleted file mode 100644 index 306dbada0..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Radiant Field.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Radiant Field -alias: Radiant Field -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: evocation -type: save -traditions: [arcane, divine, occult, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder #172: Secrets of the Temple-City" -duration: 1 minute -save: fortitude -basic: false -traits: - - uncommon - - light - - evocation -components: - - material - - somatic - - verbal -description: > - You create an area of bright light. Creatures with Light Blindness that are [[Blinded]] by radiant field and remain in the area must attempt a Fortitude save at the start of their turns. On a failure, a creature remains blinded for 1 round; this is an incapacitation effect. - This spell also suppresses magical darkness of your radiant field spell's level or lower. - - **Heightened (4th)** Creatures seen through the area are [[Concealed]] to creatures with light blindness, even those that are outside the area. ---- -# `=this.name` -==uncommon== | ==light== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Rapid Adaptation.md b/content/Mechanics/Spells/Spells/Level 2/Rapid Adaptation.md deleted file mode 100644 index a13960041..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Rapid Adaptation.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Rapid Adaptation -alias: Rapid Adaptation -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: your companion or eidolon -source: "Pathfinder Secrets of Magic" -duration: 1 hour -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. The target gains one of the following natural adaptations based on the surrounding environment. - - **Aquatic** The target gains a swim Speed equal to its land Speed. If it already had a swim Speed, it gains a +10-foot status bonus to its swim Speed. - **Arctic** The target isn't affected by severe or extreme cold, and when it rolls a success on an Acrobatics check to Balance on ice and snow, it gets a critical success instead. - **Desert** The target isn't affected by severe or extreme heat, and when it rolls a success on an Acrobatics check to Balance on sand, it gets a critical success instead. - **Forest** The target gains scent as an imprecise sense with a range of 30 feet. - **Mountain** The target isn't [[Flat-Footed]] when Climbing, and when it rolls a success on an Acrobatics check to Balance on rubble, it gets a critical success instead. - **Plains** The target gains a +10-foot status bonus to its land Speed. - **Underground** The target gains darkvision. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Reaper's Lantern.md b/content/Mechanics/Spells/Spells/Level 2/Reaper's Lantern.md deleted file mode 100644 index c6ce14c85..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Reaper's Lantern.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Reaper's Lantern -alias: Reaper's Lantern -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: necromancy -type: utility -traditions: [divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Advanced Player's Guide" -duration: 1 minute -save: fortitude -basic: false -traits: - - common - - death - - light - - necromancy -components: - - somatic - - verbal -description: > - You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell). Living creatures and undead in the area when you Cast the Spell, or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from healing effects while within the area. Undead targets that fail their Fortitude saves become [[Enfeebled]] 1 while within the area. Once a creature attempts a save against reaper's lantern, it uses the same outcome if it leaves the area and enters it again. - Once per turn, starting on the turn after you cast reaper's lantern, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against reaper's lantern to attempt one. ---- -# `=this.name` -==death== | ==light== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Remove Paralysis.md b/content/Mechanics/Spells/Spells/Level 2/Remove Paralysis.md deleted file mode 100644 index 626fb74d2..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Remove Paralysis.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Remove Paralysis -alias: Remove Paralysis -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: necromancy -type: heal -traditions: [divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - healing - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. ---- -# `=this.name` -==healing== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Resist Energy.md b/content/Mechanics/Spells/Spells/Level 2/Resist Energy.md deleted file mode 100644 index 8ef49492a..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Resist Energy.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Resist Energy -alias: Resist Energy -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: abjuration -type: utility -traditions: [arcane, divine, occult, primal] -bloodline: draconic, elemental, wyrmblessed -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (4th)** The resistance increases to 10, and you can target up to two creatures. - **Heightened (7th)** The resistance increases to 15, and you can target up to five creatures. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Restoration.md b/content/Mechanics/Spells/Spells/Level 2/Restoration.md deleted file mode 100644 index 1f7149e92..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Restoration.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Restoration -alias: Restoration -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: necromancy -type: heal -traditions: [divine, occult, primal] -time: 1 minute -pf2etime: "" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - healing - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **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. - **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. ---- -# `=this.name` -==healing== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Restore Senses.md b/content/Mechanics/Spells/Spells/Level 2/Restore Senses.md deleted file mode 100644 index 2087ddc37..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Restore Senses.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Restore Senses -alias: Restore Senses -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: necromancy -type: heal -traditions: [divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - healing - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **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. ---- -# `=this.name` -==healing== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Rime Slick.md b/content/Mechanics/Spells/Spells/Level 2/Rime Slick.md deleted file mode 100644 index 8a1d3d9a1..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Rime Slick.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Rime Slick -alias: Rime Slick -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: evocation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 15-foot burst -source: "Pathfinder #151: The Show Must Go On" -duration: 1 minute -save: reflex -basic: true -traits: - - uncommon - - cold - - evocation -components: - - somatic - - verbal -description: > - You call down a chill wind. When you Cast this Spell, you deal 2d4 cold damage to each creature in the area (basic Reflex save). If a creature in the area critically fails its Reflex save and was standing, it also falls [[Prone]]. - You also create a layer of ice on all surfaces in the area, which become difficult terrain. Unattended objects in the area become slick with ice, and picking them up requires a successful Reflex save or Acrobatics check against your spell DC. The ice melts on any object that takes fire damage as well as in any square included in the area of a higher-level spell or effect with the fire trait. - - **Heightened (5th)** The damage increases to 8d4 cold damage and the area is a 30-foot burst. - **Heightened (8th)** The damage increases to 14d4 cold damage and the area is a 60-foot burst. ---- -# `=this.name` -==uncommon== | ==cold== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Scorching Ray.md b/content/Mechanics/Spells/Spells/Level 2/Scorching Ray.md deleted file mode 100644 index 9ea5e7af2..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Scorching Ray.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Scorching Ray -alias: Scorching Ray -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: evocation -type: attack -traditions: [arcane, primal] -spelllist: elemental -time: 1 to 3 -pf2etime: "" -range: 60 feet -target: 1 or more creatures -source: "Pathfinder Secrets of Magic" -traits: - - common - - attack - - fire - - evocation -components: - - somatic - - verbal -description: > - You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage. - For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit. - - **Heightened (+1)** The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2-action and 3-action versions. ---- -# `=this.name` -==attack== | ==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Sea Surge.md b/content/Mechanics/Spells/Spells/Level 2/Sea Surge.md deleted file mode 100644 index ca730357d..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Sea Surge.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Sea Surge -alias: Sea Surge -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: evocation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder #151: The Show Must Go On" -duration: until the start of your next turn -save: fortitude -basic: false -traits: - - uncommon - - water - - evocation -components: - - somatic - - verbal -description: > - You slap or stomp on a nearby solid or liquid surface, sending a surge of water rushing away from you. The water forms a flat, 5-foot-thick, 10-foot-high wall of water between 5 and 15 feet wide (you decide). It moves 60 feet in a direction of your choice along the struck surface, extinguishing all non-magical fires, carrying along unattended objects of 1 Bulk or less, and pushing larger objects. The wave moves another 60 feet in the same direction at the start of your next turn, then vanishes. Large or smaller creatures in the area or that enter the area the wave moves through must attempt a Fortitude save. - - **Success** The creature is unaffected. - **Failure** The creature is knocked [[Prone]]. If the creature was Swimming, it gets a critical failure instead. - **Critical Failure** The creature is pushed 20 feet in the wave's direction, is knocked Prone, and takes 3d6 bludgeoning damage. ---- -# `=this.name` -==uncommon== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Shadow Zombie.md b/content/Mechanics/Spells/Spells/Level 2/Shadow Zombie.md deleted file mode 100644 index fe3415641..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Shadow Zombie.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Shadow Zombie -alias: Shadow Zombie -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 zombie of level 1 or lower -source: "Pathfinder #181: Zombie Feast" -duration: varies -save: will -basic: false -traits: - - uncommon - - shadow - - necromancy -components: - - somatic - - verbal -description: > - You cast a shadow over the target zombie, briefly turning it into shadowy vapor and controlling its movement. While in this vaporous state, the zombie is a minion under your control, 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 traits. It gains a fly Speed of 10 feet and can slip through tiny cracks. If the target is already your minion when you cast the spell, it doesn't get a saving throw and becomes vaporous for 10 minutes. If the target is not your minion, it can attempt a Will save to resist the spell. If it's already under someone else's command, the controlling creature also rolls a Will save, and the zombie uses the better result. - - **Critical Success** The target is unaffected and is temporarily immune for 24 hours. - **Success** The target is unaffected. - **Failure** The target becomes your shadowy minion for 1 minute. - **Critical Failure** As failure, but for 10 minutes. - - **Heightened (4th)** You can target a zombie of level 5 or lower. ---- -# `=this.name` -==uncommon== | ==shadow== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Shield Other.md b/content/Mechanics/Spells/Spells/Level 2/Shield Other.md deleted file mode 100644 index 220bd7296..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Shield Other.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Shield Other -alias: Shield Other -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 2 -school: necromancy -type: utility -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Silence.md b/content/Mechanics/Spells/Spells/Level 2/Silence.md deleted file mode 100644 index 476169e17..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Silence.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Silence -alias: Silence -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: illusion -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 willing creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - illusion -components: - - material - - somatic -description: > - The target makes no sound, preventing creatures from noticing it using hearing 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. - - **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). ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Slough Skin.md b/content/Mechanics/Spells/Spells/Level 2/Slough Skin.md deleted file mode 100644 index 0cd7b8700..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Slough Skin.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Slough Skin -alias: Slough Skin -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: necromancy -type: utility -traditions: [arcane, primal] -deities: Diomazul, Narakaas, Vildeis -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 hour -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - You continually and harmlessly slough off the top layer of your skin while new skin regenerates immediately, quickly moving damaging substances away from your body. The flat check to remove [[Persistent Damage]] from effects that coat your skin (such as most persistent acid damage) is reduced to 5, and you gain a +2 status bonus to your initial save against contact poison (but not to further saves, since by that point, the toxin has already entered your system). If you're suffering from an effect other than Persistent Damage that depends on continuous contact with your skin, if that effect allows a saving throw, you receive a new saving throw against that effect at the end of each turn when you attempt your flat checks against Persistent Damage, and you also receive a +2 status bonus to those saving throws. - While affected by this spell, your continually shedding skin makes you much easier to Track. Anyone Tracking you gains a +2 circumstance bonus to do so, and you cannot Hide Your Tracks. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Sonata Span.md b/content/Mechanics/Spells/Spells/Level 2/Sonata Span.md deleted file mode 100644 index 0e26bf751..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Sonata Span.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Sonata Span -alias: Sonata Span -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 2 -school: conjuration -type: utility -traditions: [occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot line -source: "Pathfinder Secrets of Magic" -duration: sustained -traits: - - common - - auditory - - sonic - - conjuration -components: - - somatic - - verbal -description: > - By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge. ---- -# `=this.name` -==auditory== | ==sonic== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Sound Burst.md b/content/Mechanics/Spells/Spells/Level 2/Sound Burst.md deleted file mode 100644 index 7dfca2690..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Sound Burst.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Sound Burst -alias: Sound Burst -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: evocation -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -area: 10-foot burst -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - sonic - - evocation -components: - - somatic - - verbal -description: > - A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is [[Deafened]] for 1 round. - **Critical Failure** The creature takes double damage, is Deafened for 1 minute, and is [[Stunned]] 1. - - **Heightened (+1)** The damage increases by 1d10. ---- -# `=this.name` -==sonic== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Spectral Hand.md b/content/Mechanics/Spells/Spells/Level 2/Spectral Hand.md deleted file mode 100644 index 1b6e2bd69..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Spectral Hand.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Spectral Hand -alias: Spectral Hand -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: necromancy -type: utility -traditions: [arcane, occult] -deities: Abraxas, Monad -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Spirit Sense.md b/content/Mechanics/Spells/Spells/Level 2/Spirit Sense.md deleted file mode 100644 index 608a742a4..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Spirit Sense.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Spirit Sense -alias: Spirit Sense -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: divination -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot emanation -source: "Pathfinder Advanced Player's Guide" -duration: 10 minutes -traits: - - common - - detection - - mental - - divination -components: - - somatic - - verbal -description: > - You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits. - - **Heightened (6th)** The spell's duration lasts until the next time you make your daily preparations. ---- -# `=this.name` -==detection== | ==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Spiritual Weapon.md b/content/Mechanics/Spells/Spells/Level 2/Spiritual Weapon.md deleted file mode 100644 index 7baf2654c..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Spiritual Weapon.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Spiritual Weapon -alias: Spiritual Weapon -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: evocation -type: attack -traditions: [divine, occult] -bloodline: angelic -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - force - - evocation -components: - - somatic - - verbal -description: > - A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or 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. - - **Heightened (+2)** The weapon's damage increases by 1d8. ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Sudden Blight.md b/content/Mechanics/Spells/Spells/Level 2/Sudden Blight.md deleted file mode 100644 index 68ae5e2c5..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Sudden Blight.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Sudden Blight -alias: Sudden Blight -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 2 -school: necromancy -type: save -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Advanced Player's Guide" -save: fortitude -basic: true -traits: - - common - - negative - - necromancy -components: - - somatic - - verbal -description: > - You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 negative damage (basic Fortitude save). A creature afflicted by a disease takes a -2 circumstance penalty to this save.You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any magical effect on the plants before withering them. - - **Heightened (+1)** The damage increases by 1d10. ---- -# `=this.name` -==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Summon Elemental.md b/content/Mechanics/Spells/Spells/Level 2/Summon Elemental.md deleted file mode 100644 index 210de3d38..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Summon Elemental.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Summon Elemental -alias: Summon Elemental -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: conjuration -type: utility -traditions: [arcane, primal] -deities: Ayrzul, Hshurha, Kelizandri, Ymeri -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (3rd)** Level 2 - **Heightened (4th)** Level 3 - **Heightened (5th)** Level 5 - **Heightened (6th)** Level 7 - **Heightened (7th)** Level 9 - **Heightened (8th)** Level 11 - **Heightened (9th)** Level 13 - **Heightened (10th)** Level 15 ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Summoner's Visage.md b/content/Mechanics/Spells/Spells/Level 2/Summoner's Visage.md deleted file mode 100644 index 903ab76e2..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Summoner's Visage.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Summoner's Visage -alias: Summoner's Visage -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [arcane, divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: your eidolon -source: "Pathfinder Secrets of Magic" -duration: 10 minutes -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You transform your eidolon into your identical twin. Assuming you are a humanoid, the eidolon gains the humanoid trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to Deception checks to Impersonate you and can add its level to such checks even if it's untrained. - Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way-the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach. Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active. - You can Dismiss the spell. - - **Heightened (4th)** The duration increases to 1 hour. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Swallow Light.md b/content/Mechanics/Spells/Spells/Level 2/Swallow Light.md deleted file mode 100644 index 16b833a5e..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Swallow Light.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Swallow Light -alias: Swallow Light -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: evocation -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 magical light effect -area: 15-foot cone -source: "Pathfinder #181: Zombie Feast" -duration: 1 minute -save: reflex -basic: true -traits: - - uncommon - - cold - - darkness - - negative - - evocation -components: - - somatic - - verbal -description: > - You draw magical light into your open mouth, consuming it and turning its essence into fuel for a gout of life-draining shadows. Attempt a counteract check against the light effect. If you successfully counteract it, you gain a breath weapon of chilling shadows you can use until the spell ends. Exhaling the breath is a two-action activity. The breath weapon is a 15-foot cone and deals 1d6 cold damage plus 1d6 negative damage. Creatures in the area can attempt a basic Reflex save against your spell DC. Once activated, you can't use the breath weapon again for 1d4 rounds. - - **Heightened (+2)** Increase the damage of the breath weapon by 1d6 cold damage and 1d6 negative damage. ---- -# `=this.name` -==uncommon== | ==cold== | ==darkness== | ==negative== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Teeth to Terror.md b/content/Mechanics/Spells/Spells/Level 2/Teeth to Terror.md deleted file mode 100644 index 4e3daf1db..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Teeth to Terror.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Teeth to Terror -alias: Teeth to Terror -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 2 -school: illusion -type: save -traditions: [occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature with teeth -source: "Pathfinder #181: Zombie Feast" -duration: 1 minute -save: will -basic: false -traits: - - uncommon - - fear - - mental - - illusion -components: - - somatic - - verbal -description: > - The target believes its teeth are falling out, crawling along its face, stabbing into its body, and cramming themselves down its throat. The target takes 2d4 mental damage and 1d4 persistent Mental damage, depending on its Will save. The target takes a -1 circumstance penalty to Strikes with its jaws or teeth while it is taking persistent mental damage. - - **Critical Success** The target is unaffected. - **Success** The target takes half damage and no persistent mental damage. - **Failure** The target takes full damage and persistent mental damage and is[[Frightened]] 1. - **Critical Failure** The target takes full damage and persistent mental damage and is [[Frightened]] 3. - - **Heightened (+2)** You can target two additional creatures, the mental damage increases by 2d4, and the persistent mental damage increases by 1d4. ---- -# `=this.name` -==uncommon== | ==fear== | ==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Thundering Dominance.md b/content/Mechanics/Spells/Spells/Level 2/Thundering Dominance.md deleted file mode 100644 index 7f0764389..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Thundering Dominance.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Thundering Dominance -alias: Thundering Dominance -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: enchantment -type: utility -traditions: [occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: your companion or eidolon -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - mental - - enchantment -components: - - somatic - - verbal -description: > - You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to Intimidation checks. Once during this spell's duration, it can take the Thundering Roar action. - - **Heightened (+2)** The status bonus to Intimidation checks increases by 1 (to a maximum of a +4 status bonus for an 8th-level spell), and the damage from the roar increases by 2d8. ---- -# `=this.name` -==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Timely Tutor.md b/content/Mechanics/Spells/Spells/Level 2/Timely Tutor.md deleted file mode 100644 index baeb4c866..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Timely Tutor.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Timely Tutor -alias: Timely Tutor -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: divination -type: utility -traditions: [arcane, occult] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: touch -target: your eidolon or familiar -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -traits: - - common - - mental - - divination -components: - - somatic -description: > - You serve as an astral connection between your eidolon or familiar and the Akashic Record-a demiplane consisting of a comprehensive psychic library-then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to Recall Knowledge with the Lore skill of your choice, much like it does for Acrobatics and Stealth. Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the Lore skill. - If you lose physical contact with the target, its connection to the Akashic Record is severed and timely tutor immediately ends. ---- -# `=this.name` -==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Tree Shape.md b/content/Mechanics/Spells/Spells/Level 2/Tree Shape.md deleted file mode 100644 index 66686066f..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Tree Shape.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Tree Shape -alias: Tree Shape -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [primal] -deities: Hathor -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 8 hours -traits: - - common - - plant - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==plant== | ==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Umbral Extraction.md b/content/Mechanics/Spells/Spells/Level 2/Umbral Extraction.md deleted file mode 100644 index 50d212852..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Umbral Extraction.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Umbral Extraction -alias: Umbral Extraction -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: illusion -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 3 rounds -traits: - - common - - mental - - shadow - - illusion -components: - - somatic - - verbal -description: > - You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the Steal action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to Steal as part of Casting umbral extraction. If you succeed at your check to Steal a spell, you deal 1d4 mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the shadow trait if cast from this temporary slot. - Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to Steal spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips. You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole. - As normal, you can Steal only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to Steal more spells. If you succeed at your Thievery check, you must take the spell you stole. Even if you're a spontaneous caster, you can use the temporary spell slot only to cast the stolen spell and you can cast only the stolen spell from your temporary spell slot. When umbral extraction ends, you lose the temporary spell slot and any spell still stored in it. When you cast umbral extraction, any previous casting of umbral extraction currently affecting you ends. ---- -# `=this.name` -==mental== | ==shadow== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Umbral Mindtheft.md b/content/Mechanics/Spells/Spells/Level 2/Umbral Mindtheft.md deleted file mode 100644 index 6c042ec6c..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Umbral Mindtheft.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Umbral Mindtheft -alias: Umbral Mindtheft -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 2 -school: illusion -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder #181: Zombie Feast" -duration: 3 rounds -traits: - - uncommon - - mental - - shadow - - illusion -components: - - somatic - - verbal -description: > - You prepare to steal a broad field of knowledge from another creature, siphoning it from their mind and storing it in a pocket of the Shadow Plane connected to your own mind. During the spell's duration, you can use the Steal action to attempt to take one Lore skill proficiency from a creature instead of Stealing an item. You can also make one attempt to Steal as part of Casting the Spell. If you succeed at your check to Steal a Lore skill, you deal 2d6 mental damage to the target if they were trained in that skill, plus 2d6 mental damage per proficiency rank they have in that skill above trained, as the sudden loss of knowledge leaves an aching absence in the target's mind. Determine the Lore skill at random from among those known by the target; on a critical success, you learn what Lore skills the creature is proficient in and can select the skill rather than choosing at random. If the target isn't trained in any Lore skills, you get nothing, but you can continue to attempt to Steal Lore from other creatures for the remaining duration. The target loses the benefits of its training in that Lore skill, and you gain their proficiency rank in that Lore skill. This effect lasts until your next daily preparations or until you are incapacitated, in which case the Lore siphons back into the target creature's mind from the Shadow Plane, wherever you both may be. As normal, you can Steal only from a target within your reach. Once you've stolen one Lore skill, you can't attempt to Steal more Lore. If you succeed at your Thievery check, you must take the Lore you stole. ---- -# `=this.name` -==uncommon== | ==mental== | ==shadow== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Vicious Jealousy.md b/content/Mechanics/Spells/Spells/Level 2/Vicious Jealousy.md deleted file mode 100644 index 159c2558b..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Vicious Jealousy.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Vicious Jealousy -alias: Vicious Jealousy -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: enchantment -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder #181: Zombie Feast" -duration: sustained, up to 1 minute -save: will -basic: false -traits: - - uncommon - - mental - - enchantment -components: - - somatic - - verbal -description: > - The target is overcome by deep jealousy and resentment that twists its mind against other creatures. It must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** For 1 round, the target no longer treats anyone as its allies. The spell then ends. - **Failure** The target no longer treats anyone as its allies. The target can't take the Aid reaction or any action that would directly benefit another creature, such as casting a beneficial spell on them, though it can still take actions that indirectly benefit other creatures, such as fighting the same foes. - **Critical Failure** As failure, and whenever the target starts its turn within reach of a creature it previously considered an ally, it must spend its first action on its turn to berate the creature or otherwise wave it away. - - **Heightened (4th)** You can target up to 10 creatures. ---- -# `=this.name` -==uncommon== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Vomit Swarm.md b/content/Mechanics/Spells/Spells/Level 2/Vomit Swarm.md deleted file mode 100644 index 366af803e..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Vomit Swarm.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Vomit Swarm -alias: Vomit Swarm -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: evocation -type: save -traditions: [arcane, occult, primal] -deities: Apollyon, Baalzebul, Ghlaunder, Kitumu -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot cone -source: "Pathfinder Advanced Player's Guide" -save: reflex -basic: true -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing 2d8 piercing damage (basic Reflex save). A creature that fails its saving throw also becomes [[Sickened]] 1. Once the spell ends, the swarm disappears. - - **Heightened (+1)** Increase the damage by 1d8 piercing. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Warrior's Regret.md b/content/Mechanics/Spells/Spells/Level 2/Warrior's Regret.md deleted file mode 100644 index 5040e23d1..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Warrior's Regret.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Warrior's Regret -alias: Warrior's Regret -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 2 -school: enchantment -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Secrets of Magic" -save: will -basic: false -traits: - - common - - curse - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** At the end of its next turn, the target takes 1d8 damage per different creature it intentionally damaged on that turn (1d8 if it damaged one creature, 2d8 if it damaged two different creatures, and so on). The maximum is 4d8 if it damaged 4 different creatures. - **Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature. - **Critical Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins. - - **Heightened (+2)** The amount of mental damage the target takes for each creature it damaged that turn increases by 1d8, and the maximum damage the target can take per turn increases by 4d8. ---- -# `=this.name` -==curse== | ==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Water Walk.md b/content/Mechanics/Spells/Spells/Level 2/Water Walk.md deleted file mode 100644 index 432feb92f..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Water Walk.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Water Walk -alias: Water Walk -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 2 -school: transmutation -type: utility -traditions: [arcane, divine, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - 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. - - **Heightened (4th)** The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Web.md b/content/Mechanics/Spells/Spells/Level 2/Web.md deleted file mode 100644 index 554f1839c..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Web.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Web -alias: Web -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 2 -school: conjuration -type: save -traditions: [arcane, primal] -deities: Grandmother Spider -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -area: 10-foot burst -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: reflex -basic: false -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **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. - **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. - **Failure** The creature takes a -10-foot circumstance penalty to its Speeds until the start of its next turn. - **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. - - **Heightened (4th)** The spell's area increases to a 20-foot burst, and its range increases to 60 feet. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Worm's Repast.md b/content/Mechanics/Spells/Spells/Level 2/Worm's Repast.md deleted file mode 100644 index 94ca155fc..000000000 --- a/content/Mechanics/Spells/Spells/Level 2/Worm's Repast.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Worm's Repast -alias: Worm's Repast -tags: - - pf2e/spell - - pf2e/spell/level_2 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 2 -school: necromancy -type: save -traditions: [occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 corporeal creature -source: "Pathfinder #163: Ruins of Gauntlight" -duration: See description -save: fortitude -basic: false -traits: - - rare - - necromancy -components: - - somatic - - verbal -description: > - Gnawing worms materialize within the flesh of the target creature, dealing 4d6 piercing damage and 1d6 persistent piercing damage. If the target is a non-skeletal corporeal undead creature, you deal an extra 2d6 persistent piercing damage. The target must attempt a Fortitude save. - - **Critical Success** The worms writhe away harmlessly and the target takes no damage. - **Success** The target takes full initial damage but no persistent damage, and the spell ends immediately. - **Failure** The target takes full initial and persistent damage and is [[Flat-Footed]] due to the pain for as long as it takes persistent damage. - **Critical Failure** As failure, but the target takes double the initial damage and is also [[Slowed]] 1 by the pain for as long as it takes persistent damage. - - **Heightened (+2)** The initial and persistent damage increase by 2d6 and 1d6, respectively ---- -# `=this.name` -==rare== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Agonizing Despair.md b/content/Mechanics/Spells/Spells/Level 3/Agonizing Despair.md deleted file mode 100644 index 9d708142e..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Agonizing Despair.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Agonizing Despair -alias: Agonizing Despair -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: enchantment -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder Advanced Player's Guide" -save: will -basic: false -traits: - - common - - emotion - - fear - - mental - - enchantment -components: - - somatic - - verbal -description: > - Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw. - - **Critical Success** The target is unaffected. - **Success** The target takes half damage and becomes [[Frightened]] 1. - **Failure** The target takes full damage and becomes [[Frightened]] 2. - **Critical Failure** The target takes double damage and becomes [[Frightened]] 3. - - **Heightened (+1)** Increase the damage by 2d6 mental. ---- -# `=this.name` -==emotion== | ==fear== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Animal Vision.md b/content/Mechanics/Spells/Spells/Level 3/Animal Vision.md deleted file mode 100644 index db67975a9..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Animal Vision.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Animal Vision -alias: Animal Vision -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 3 -school: divination -type: utility -traditions: [primal] -deities: Bastet, Isis, Ketephys, Tanagaar -bloodline: nymph -time: 1 minute -pf2etime: "" -range: 120 feet -target: 1 animal -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - mental - - divination -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Aqueous Orb.md b/content/Mechanics/Spells/Spells/Level 3/Aqueous Orb.md deleted file mode 100644 index f746784a8..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Aqueous Orb.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Aqueous Orb -alias: Aqueous Orb -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: conjuration -type: save -traditions: [arcane, primal] -deities: Hanspur, Lysianassa -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -source: "Pathfinder Advanced Player's Guide" -duration: sustained up to 1 minute -save: reflex -basic: false -traits: - - common - - water - - conjuration -components: - - somatic - - verbal -description: > - A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. - When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. You can gain this effect multiple times in the same round by Sustaining the Spell multiple times. - The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. - The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. - A creature that fails its save is pulled into the orb. It becomes [[Grabbed]], moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 swim check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released. ---- -# `=this.name` -==water== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Behold the Weave.md b/content/Mechanics/Spells/Spells/Level 3/Behold the Weave.md deleted file mode 100644 index 8bcd0c831..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Behold the Weave.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Behold the Weave -alias: Behold the Weave -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: divination -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Dark Archive" -duration: 1 round -save: will -basic: false -traits: - - common - - incapacitation - - prediction - - divination -components: - - somatic - - verbal -description: > - You behold the many timelines that weave around a creature, and in so doing, you make one more likely to occur. The target must attempt a Will save. - - **Critical Success** You can make neither heads nor tails of the target's timeline, and the target is unaffected. - **Success** The target must commit to a single action that it will take at some point during its next turn: "Stride toward Valeros," "Cast shield," "Strike at Amiri with my jaws." That action is now locked in, and the creature must attempt it, even if the situation has changed-if the creature stated that it would Strike at Amiri with its jaws, it must try to do so. If the creature is entirely unable to fulfill the action it committed to-for instance, if it had only 1 action left and Amiri was out of the range of its jaws Strike-it loses the last action of its turn as it reels in a temporal paradox. The creature can choose to lock in a 2- or 3-action activity if it prefers to do so, but if it does, it loses all the associated actions if it can't perform the activity on its turn. If the situation changes oddly (perhaps the creature is forcibly teleported away and has no idea which direction is "toward Valeros" any longer), the GM determines what happens. - **Failure** As success, but the creature must commit at least two of its actions for the next turn-"I will Stride toward Valeros and then Strike with my claws." All of these actions are similarly locked in and can't be changed, but the creature can take them in any order. - **Critical Failure** As failure, but the creature must commit all of its actions for the next turn. - - **Heightened (7th)** Instead of affecting a single target, the spell affects all enemies within a 30-foot emanation. ---- -# `=this.name` -==incapacitation== | ==prediction== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Blazing Dive.md b/content/Mechanics/Spells/Spells/Level 3/Blazing Dive.md deleted file mode 100644 index 14691beff..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Blazing Dive.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Blazing Dive -alias: Blazing Dive -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 10-foot emanation -source: "Pathfinder Secrets of Magic" -save: reflex -basic: true -traits: - - common - - air - - fire - - evocation -components: - - somatic - - verbal -description: > - Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. You Fly 15 feet straight up into the air, then Fly in a straight line to an empty space of your choice on the ground within 60 feet. When you land, the blistering air blasts out from you, dealing 3d4 bludgeoning damage and 3d6 fire damage (basic Reflex save) to all creatures in a 10-foot emanation. - - **Heightened (+1)** The damage increases by 1d4 bludgeoning and 1d6 fire. ---- -# `=this.name` -==air== | ==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Blindness.md b/content/Mechanics/Spells/Spells/Level 3/Blindness.md deleted file mode 100644 index c2e42cff1..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Blindness.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Blindness -alias: Blindness -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: necromancy -type: save -traditions: [arcane, divine, occult, primal] -bloodline: hag -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - incapacitation - - necromancy -components: - - somatic - - verbal -description: > - You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. - - **Critical Success** The target is unaffected. - **Success** The target is [[Blinded]] until its next turn begins. - **Failure** The target is Blinded for 1 minute. - **Critical Failure** The target is Blinded permanently. ---- -# `=this.name` -==incapacitation== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Bottomless Stomach.md b/content/Mechanics/Spells/Spells/Level 3/Bottomless Stomach.md deleted file mode 100644 index ad778d6e1..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Bottomless Stomach.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Bottomless Stomach -alias: Bottomless Stomach -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: conjuration -type: utility -traditions: [arcane, occult, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: touch -target: 1 willing creature -source: "Pathfinder Secrets of Magic" -duration: 1 hour -traits: - - common - - extradimensional - - conjuration -components: - - material - - somatic - - verbal -description: > - You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage doesn't hamper the target's ability to eat, drink, speak (if applicable), or otherwise act, as it only opens and closes when the target chooses. - The target can Interact to swallow an object of up to 1 Bulk, which doesn't harm the object or the target. If the extradimensional space is full, the target can't add any more objects until first removing one or more stored objects. Organic matter and living creatures can't be stored in this space. The extradimensional storage is obvious to any creature who looks into the target's mouth, as the entryway shimmers slightly, though this doesn't clearly reveal the contents inside. - The target can Interact to spit out a single object of its choice, causing the object to fall to the ground in the target's space. The target can Interact three times in a row to spit out the entire contents of its extradimensional storage; the target doesn't have to take these actions all in the same turn, but if it takes any other actions in between, it has to start over. The items eject into the target's space, possibly spilling out into adjacent spaces if there is too much to fit. - When the spell ends or the target falls unconscious, the contents of the extradimensional storage are disgorged in a riotous spew, landing in the nearest unoccupied space, a bit wet but otherwise unharmed. - - **Heightened (5th)** The duration increases to 8 hours ---- -# `=this.name` -==extradimensional== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Bracing Tendrils.md b/content/Mechanics/Spells/Spells/Level 3/Bracing Tendrils.md deleted file mode 100644 index c2221be0e..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Bracing Tendrils.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Bracing Tendrils -alias: Bracing Tendrils -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: evocation -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Dark Archive" -duration: 1 minute -traits: - - common - - force - - evocation -components: - - somatic - - verbal -description: > - Visible tendrils of force anchor your body to the ground, preventing unwanted movement. Whenever you're on the ground and a creature or effect attempts to forcibly move you from your space, you can use your spell DC in place of your Fortitude DC as the DC of the check to move you. If a creature wouldn't normally need a check to move you, it must succeed at an appropriate check (usually an Athletics check for physical movement) against your spell DC or you are unmoved; if an effect wouldn't normally need a check to move you, it must counteract bracing tendrils or you are unmoved. When a creature fails to move you in this way, you can choose to have the tendrils lash back and push them 5 feet away from you. - While the tendrils anchor you in place when you come to a stop, they uproot easily to cooperate with your own voluntary movement, so you can still move freely while under the effect of the spell. ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Chilling Darkness.md b/content/Mechanics/Spells/Spells/Level 3/Chilling Darkness.md deleted file mode 100644 index 7647d34a7..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Chilling Darkness.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Chilling Darkness -alias: Chilling Darkness -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/divine -level: 3 -school: evocation -type: attack -traditions: [divine] -bloodline: shadow -lesson: lesson of shadow -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - attack - - cold - - darkness - - evil - - evocation -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target takes double damage. - **Success** The target takes full damage. - - **Heightened (+1)** The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6. ---- -# `=this.name` -==attack== | ==cold== | ==darkness== | ==evil== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Lesson**: `=this.lesson` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Circle of Protection.md b/content/Mechanics/Spells/Spells/Level 3/Circle of Protection.md deleted file mode 100644 index a78bd31de..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Circle of Protection.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Circle of Protection -alias: Circle of Protection -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: abjuration -type: utility -traditions: [divine, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: touch -area: 10-foot emanation -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - uncommon - - abjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (4th)** The duration increases to 1 hour. ---- -# `=this.name` -==uncommon== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Claim Curse.md b/content/Mechanics/Spells/Spells/Level 3/Claim Curse.md deleted file mode 100644 index aac08c384..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Claim Curse.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Claim Curse -alias: Claim Curse -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: necromancy -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature affected by a curse -source: "Pathfinder Secrets of Magic" -duration: 5 minutes -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - By burning threads of fate around a target and then retying them to yourself instead, you temporarily draw their curse to you and offer them brief succor from the worst of its effects. Choose a curse affecting the target that you don't already have. For 5 minutes, you are affected by the curse (at the same stage as the target, if applicable), and the target isn't. When the duration ends, the curse's effects return to the target as normal. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Consecrate Flesh.md b/content/Mechanics/Spells/Spells/Level 3/Consecrate Flesh.md deleted file mode 100644 index 31d8ea1a3..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Consecrate Flesh.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Consecrate Flesh -alias: Consecrate Flesh -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 3 -school: transmutation -type: utility -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -target: self -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -duration: 1 minute -traits: - - uncommon - - good - - transmutation -components: - - somatic - - verbal -description: > - Through the strength of your faith, your body becomes infused with holy energy. You have weakness 5 to evil. Any creature that touches or damages you with an unarmed attack or non-reach melee weapon takes 1d6 good damage. Your unarmed attacks deal an additional 1 good damage. Your healing spells that restore Hit Points restore an additional 1d4 Hit Points when you initially cast them; as normal, if your healing spell restores Hit Points more than once, grants fast healing, or the like, the additional Hit Points still only apply once. - - **Heightened (+3)** Creatures touching you take 1d6 additional good damage, your unarmed Strikes deal 1 additional good damage, your healing spells restore 1d4 more additional Hit Points, and your weakness to evil increases by 5. ---- -# `=this.name` -==uncommon== | ==good== | ==transmutation== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Cozy Cabin.md b/content/Mechanics/Spells/Spells/Level 3/Cozy Cabin.md deleted file mode 100644 index 1eb62738e..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Cozy Cabin.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Cozy Cabin -alias: Cozy Cabin -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: conjuration -type: utility -traditions: [arcane, occult] -deities: Immonhiel, The Offering Plate -time: 1 minute -pf2etime: "" -range: 30 feet -source: "Pathfinder Advanced Player's Guide" -duration: 12 hours -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - You shape a cabin 20 feet on each side and 10 feet high. This cabin has the structure trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own Lock, but it has a fastener to which a Lock can be applied. - The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the concentrate trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can Dismiss the spell. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Crisis of Faith.md b/content/Mechanics/Spells/Spells/Level 3/Crisis of Faith.md deleted file mode 100644 index 3ad3dc3c9..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Crisis of Faith.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Crisis of Faith -alias: Crisis of Faith -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine -level: 3 -school: enchantment -type: save -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -save: will -basic: false -traits: - - common - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** The target takes half damage. - **Failure** The target takes full damage; if the target can cast divine spells, it's [[Stupefied]] 1 for 1 round. - **Critical Failure** The target takes double damage, is [[Stupefied]] 1 for 1 round, and can't cast divine spells for 1 round. - - **Heightened (+1)** The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster). ---- -# `=this.name` -==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Cup of Dust.md b/content/Mechanics/Spells/Spells/Level 3/Cup of Dust.md deleted file mode 100644 index dbb2d2b81..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Cup of Dust.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -name: Cup of Dust -alias: Cup of Dust -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: necromancy -type: save -traditions: [arcane, occult, primal] -deities: Nurgal, Set -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -target: 1 living creature -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 day -save: fortitude -basic: false -traits: - - common - - curse - - necromancy -components: - - material - - somatic - - verbal -description: > - You curse the target with a thirst no drink can quench. You can Dismiss the spell. The target must attempt a Fortitude save. - - **Critical Success** The creature is unaffected and is temporarily immune for 1 hour. - **Success** The creature is [[Fatigued]] for 1 round. - **Failure** The creature is immediately afflicted by thirst as if it hadn't had a drink in days. It becomes Fatigued and takes 1d4 damage each hour that can't be healed until it quenches its thirst. No amount of drinking can quench the creature's thirst during the spell's duration. - **Critical Failure** As failure but the creature takes 2d4 damage each hour, twice as much as usual for thirst. - - **Heightened (+3)** The thirst becomes more unbearable, increasing the damage each hour by 1d4, or by 2d4 on a critical failure. ---- -# `=this.name` -==curse== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Curse Of Lost Time.md b/content/Mechanics/Spells/Spells/Level 3/Curse Of Lost Time.md deleted file mode 100644 index 18daee1f4..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Curse Of Lost Time.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -name: Curse Of Lost Time -alias: Curse Of Lost Time -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: transmutation -type: save -traditions: [arcane, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 Large or smaller object, construct, or living creature -source: "Pathfinder Advanced Player's Guide" -duration: varies -save: fortitude -basic: false -traits: - - common - - curse - - negative - - transmutation -components: - - somatic - - verbal -description: > - You curse the target with rapid aging or erosion. The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials (as determined by the GM), are immune. - - Object If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes 4d6 damage (applying Hardness normally) and the item is cursed with an unlimited duration. Until the curse ends, the item becomes shoddy and can't be Repaired, and the curse attempts to counteract any spell that would restore the object's Hit Points. [[Remove Curse]] can target an item affected by this spell. - Construct The construct takes 4d6 damage (basic Fortitude save). On a failure, for 1 hour the construct is [[Clumsy]] 1, is [[Enfeebled]] 1, and can't be Repaired, and the curse attempts to counteract any spell that would restore the construct's Hit Points. On a critical failure, these effects have an unlimited duration. - Living Creature The living creature must attempt a Fortitude save. Ageless creatures are immune. - - **Critical Success** The living creature is unaffected. - **Success** The living creature briefly ages, becoming [[Clumsy]] 1 and [[Enfeebled]] 1 for 1 round. - **Failure** As success, with a duration of 1 hour. - **Critical Failure** As success, with an unlimited duration. - - **Heightened (+1)** The damage increases by 1d6. ---- -# `=this.name` -==curse== | ==negative== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Day's Weight.md b/content/Mechanics/Spells/Spells/Level 3/Day's Weight.md deleted file mode 100644 index f96352d16..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Day's Weight.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Day's Weight -alias: Day's Weight -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: transmutation -type: save -traditions: [arcane, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 living creature -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: fortitude -basic: false -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target is [[Fatigued]] and [[Enfeebled]] 1 for 1 round. - **Failure** The target is fatigued and enfeebled 1 for the duration. - **Critical Failure** The target is fatigued and [[Enfeebled]] 2 for the duration. The fatigued condition doesn't end when the spell's duration does (but can still be removed with a night's rest or by similar means). - - **Heightened (6th)** You can target up to 10 creatures. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Distracting Chatter.md b/content/Mechanics/Spells/Spells/Level 3/Distracting Chatter.md deleted file mode 100644 index a0fa875c7..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Distracting Chatter.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Distracting Chatter -alias: Distracting Chatter -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: illusion -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -duration: varies -save: will -basic: false -traits: - - common - - auditory - - illusion -components: - - somatic - - verbal -description: > - You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. The target is [[Flat-Footed]], takes a -2 status penalty to purely auditory Perception checks, and must succeed at a DC 5 Flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an auditory effect must succeed at a DC 5 Flat check or the attempt fails. The duration depends on the target's Will save. - - **Critical Success** The creature is unaffected. - **Success** The duration is 1 round. - **Failure** The duration is 3 rounds. - **Critical Failure** The duration is 1 minute. - - **Heightened (7th)** You can target up to five creatures. ---- -# `=this.name` -==auditory== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Dividing Trench.md b/content/Mechanics/Spells/Spells/Level 3/Dividing Trench.md deleted file mode 100644 index f577b7dee..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Dividing Trench.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Dividing Trench -alias: Dividing Trench -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: transmutation -type: utility -traditions: [arcane, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -duration: 1 minute -traits: - - uncommon - - earth - - transmutation -components: - - material - - somatic - - verbal -description: > - You dig an earthen trench across the surrounding terrain, which must be soil, clay, sand, or other soft earth, but not flooring or stone. The trench is 5 feet wide, 5 feet deep, and up to 15 feet long. You can shape the trench's path, but it must be one continuous line. You must conjure the trench in an open space so it doesn't pass through any creatures or objects. Creatures inside the trench have cover from creatures outside the trench, and creatures outside the trench have cover from creatures inside the trench. Particularly small creatures in the trench might have more cover against other creatures who aren't close to the trench's edge, and in turn, those creatures might have more cover against small creatures in the trench; the GM determines the amount of additional cover, if any. Entering or leaving the trench requires an additional 5 feet of movement but doesn't require any kind of check and isn't considered difficult terrain. At the end of the spell's duration, the trench disappears and all creatures in the trench remain in their spaces on solid ground. - - **Heightened (+2)** The trench's maximum length increases by 15 feet. ---- -# `=this.name` -==uncommon== | ==earth== | ==transmutation== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Dream Message.md b/content/Mechanics/Spells/Spells/Level 3/Dream Message.md deleted file mode 100644 index b03160989..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Dream Message.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Dream Message -alias: Dream Message -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: enchantment -type: utility -traditions: [arcane, divine, occult] -time: 10 minutes -pf2etime: "" -range: planetary -target: 1 creature you know by name and have met in person -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - common - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - - **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. ---- -# `=this.name` -==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Earthbind.md b/content/Mechanics/Spells/Spells/Level 3/Earthbind.md deleted file mode 100644 index 1ff8ef7ee..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Earthbind.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Earthbind -alias: Earthbind -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: transmutation -type: save -traditions: [arcane, primal] -deities: Doloras, Torag -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 flying creature -source: "Pathfinder Core Rulebook" -duration: varies -save: fortitude -basic: false -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The target is unaffected. - **Success** The target falls safely up to 120 feet. - **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. - **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. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Elemental Absorption.md b/content/Mechanics/Spells/Spells/Level 3/Elemental Absorption.md deleted file mode 100644 index aaabcb3d0..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Elemental Absorption.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Elemental Absorption -alias: Elemental Absorption -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: abjuration -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen elemental trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. - As a 2-action activity, which has the concentrate trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost. - - **Heightened (+3)** The resistance increases by 5 and the maximum damage increases by 30. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Elemental Annihilation Wave.md b/content/Mechanics/Spells/Spells/Level 3/Elemental Annihilation Wave.md deleted file mode 100644 index a3603a96a..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Elemental Annihilation Wave.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Elemental Annihilation Wave -alias: Elemental Annihilation Wave -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 to 2 rounds -pf2etime: "" -area: 30-foot cone -source: "Pathfinder Secrets of Magic" -save: reflex -basic: true -traits: - - common - - air - - earth - - fire - - water - - evocation -components: -description: > - You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals 1d6 fire damage and 3d6 bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters. - **2** (somatic, verbal) The spell is a 30-foot cone. - **3** (material, somatic, verbal) The spell is a 30-foot cone. On a failed saving throw, creatures are pushed 5 feet away from you, and on a critical failure they are pushed 10 feet away and are knocked prone. - - **Two Rounds** If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, the spell is as 3 actions, but the area is a 60-foot cone, and for 1 round, the elements linger in the cone, racing off into the distance and making approaching you difficult, with the effects of [[Gust of Wind]]. - - **Heightened (+2)** The damage increases by 2d6, and the distance that enemies are pushed back if you spent 3 actions or 2 rounds increases by 5 feet on a failed save and 10 feet on a critical failure. ---- -# `=this.name` -==air== | ==earth== | ==fire== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Enthrall.md b/content/Mechanics/Spells/Spells/Level 3/Enthrall.md deleted file mode 100644 index 449d4cdc7..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Enthrall.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Enthrall -alias: Enthrall -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Ardad Lili, Belial, Bes, Calistria, Eritrice, Likha, Milani, Nyarlathotep (The Crawling Chaos), Shelyn, Tlehar -bloodline: diabolic, fey, genie -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: all creatures in range -source: "Pathfinder Core Rulebook" -duration: sustained -save: will -basic: false -traits: - - common - - auditory - - emotion - - enchantment -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected and notices that you tried to use magic. - **Success** The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled). - **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. - **Critical Failure** As failure, but the target can't attempt a save to end the fascination if it disagrees with you. ---- -# `=this.name` -==auditory== | ==emotion== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Envenom Companion.md b/content/Mechanics/Spells/Spells/Level 3/Envenom Companion.md deleted file mode 100644 index 370391aaf..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Envenom Companion.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Envenom Companion -alias: Envenom Companion -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 3 -school: necromancy -type: utility -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: your companion or eidolon -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - poison - - necromancy -components: - - somatic - - verbal -description: > - You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed Strike that deals piercing or slashing damage, that Strike deals an additional 1d8 poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also [[Clumsy]] 1 for 1 round. This spell can't target familiars. - - **Heightened (+3)** The poison damage increases by 1d8 and the clumsy value imposed on a failed save increases by 1. ---- -# `=this.name` -==poison== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Excise Lexicon.md b/content/Mechanics/Spells/Spells/Level 3/Excise Lexicon.md deleted file mode 100644 index 5b14ac5bb..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Excise Lexicon.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Excise Lexicon -alias: Excise Lexicon -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: divination -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -target: 1 creature -source: "Pathfinder #186: Ghost King's Rage" -duration: varies -save: will -basic: false -traits: - - uncommon - - linguistic - - mental - - divination -components: - - somatic - - verbal -description: > - You reach into a creature's mind and extract its knowledge of a word. Choose a word to excise when you Cast the Spell. The word must be a mundane word, not a proper noun, and not a word of power such as those used as verbal components for spells. The target must attempt a Will save. The target forgets any words you remove with this spell. While the spell lasts, the target doesn't register or understand the excised words in any form, signed, spoken, written, or otherwise, and can't comprehend them by any means, even by a tongues spell or similar magic. The spell fails if you don't share at least one language with the target. However, the target forgets the words from each language they know, not just your shared languages. - - **Critical Success** The target is unaffected and knows which words you attempted to excise. - **Success** The spell's duration is 1 minute. - **Failure** The spell's duration is 1 day. - **Critical Failure** The spell's duration is unlimited. - - **Heightened (+2)** You excise one additional word. ---- -# `=this.name` -==uncommon== | ==linguistic== | ==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Familiar's Face.md b/content/Mechanics/Spells/Spells/Level 3/Familiar's Face.md deleted file mode 100644 index 32199d327..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Familiar's Face.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Familiar's Face -alias: Familiar's Face -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: divination -type: utility -traditions: [arcane, divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 1 mile -target: 1 willing creature that is your animal companion or familiar -source: "Pathfinder Advanced Player's Guide" -duration: sustained -traits: - - common - - scrying - - divination -components: - - material - - somatic -description: > - The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. If you can cast a spell with the revelation trait that affects your senses, such as [[See Invisibility]], while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use Command an Animal on the target as part of Sustaining this Spell. You don't need line of sight or line of effect to your target when you Cast this Spell. ---- -# `=this.name` -==scrying== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Far Sight.md b/content/Mechanics/Spells/Spells/Level 3/Far Sight.md deleted file mode 100644 index 5d3b149a4..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Far Sight.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -name: Far Sight -alias: Far Sight -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: divination -type: utility -traditions: [occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder #177: Burning Tundra" -duration: 10 minutes -traits: - - uncommon - - visual - - divination -components: - - somatic - - verbal -description: > - You can see distant objects as if they were closer. You can view creatures, objects, and terrain features that are more than 30 feet away and up to 300 feet away as though they were only 30 feet away. You can view creatures, objects, and terrain features that are 300 feet away or more as though they were only one-tenth as far away. This spell only affects your ability to discern visual details; it doesn't let you treat the objects as actually closer for the purposes of spells, ranged attacks, or otherwise. This spell doesn't affect the range of other visual senses you might have, so if you have a visual sense that extends to only 60 feet, you still can't use it to see things beyond that range, even if they would appear closer with this spell. ---- -# `=this.name` -==uncommon== | ==visual== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Focusing Hum.md b/content/Mechanics/Spells/Spells/Level 3/Focusing Hum.md deleted file mode 100644 index 173dc1602..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Focusing Hum.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Focusing Hum -alias: Focusing Hum -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: divination -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 15-foot emanation -source: "Pathfinder Dark Archive" -duration: sustained up to 1 minute -traits: - - common - - divination -components: - - somatic - - verbal -description: > - You infuse the air around you with a sustained hum that allows creatures within it to resist distractions. The DC of any flat check to Cast a Spell while stupefied for creatures within the area is 2 lower. Confused creatures in the area don't attack anyone, including themselves, and instead lose the ability to speak coherently. You take a -2 penalty to Stealth checks to Hide and Sneak. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Gasping Marsh.md b/content/Mechanics/Spells/Spells/Level 3/Gasping Marsh.md deleted file mode 100644 index a7e337ae5..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Gasping Marsh.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Gasping Marsh -alias: Gasping Marsh -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: evocation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -area: 10-foot burst -source: "Pathfinder #171: Hurricane's Howl" -duration: sustained up to 1 minute -save: fortitude -basic: true -traits: - - uncommon - - poison - - evocation -components: - - somatic - - verbal -description: > - With a rattling hiss, you create a quickly evaporating mist of invisible poisonous marsh gas to smother creatures in the area. When you Sustain the Spell, the mist dissipates completely from the previous area, and you can select a new area within range to fill with the mist. If you don't Sustain the Spell, the mist dissipates and the spell ends. - You deal 4d6 poison damage to each breathing creature that starts its turn in the area. Each affected creature must attempt a Fortitude save. - The creature is then temporarily immune to gasping marsh for 1 minute. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is [[Sickened]] 1. - **Critical Failure** The creature takes double damage, is [[Sickened]] 2, and takes 1d8 persistent Poison damage. ---- -# `=this.name` -==uncommon== | ==poison== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Glyph of Warding.md b/content/Mechanics/Spells/Spells/Level 3/Glyph of Warding.md deleted file mode 100644 index 61cb491b3..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Glyph of Warding.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Glyph of Warding -alias: Glyph of Warding -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: abjuration -type: utility -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 10 minutes -pf2etime: "" -range: touch -target: 1 container or a 10-foot-by-10-foot area -source: "Pathfinder Core Rulebook" -duration: unlimited -traits: - - common - - abjuration -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Gravity Well.md b/content/Mechanics/Spells/Spells/Level 3/Gravity Well.md deleted file mode 100644 index 12cd3e7d7..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Gravity Well.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Gravity Well -alias: Gravity Well -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: evocation -type: save -traditions: [arcane, occult] -deities: Otolmens, The Path of the Heavens -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 30-foot burst -source: "Pathfinder Lost Omens: Gods & Magic" -save: reflex -basic: false -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - You create a sphere of altered gravity. All creatures and unsecured objects in the area move towards the center, depending on their Reflex saving throws. This follows the rules for forced movement. If there's not enough space near the center of the sphere, creatures and objects nearer to the center move first, and others move as far as they can without being blocked, up to the amount set by their saving throw outcomes. - - **Critical Success** The creature is unaffected. - **Success** The creature moves 5 feet toward the center. - **Failure** The creature moves 15 feet toward the center. - **Critical Failure** The creature moves 30 feet toward the center. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Hypnotic Pattern.md b/content/Mechanics/Spells/Spells/Level 3/Hypnotic Pattern.md deleted file mode 100644 index 75c5629cb..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Hypnotic Pattern.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Hypnotic Pattern -alias: Hypnotic Pattern -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: illusion -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 10-foot burst -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - common - - visual - - illusion -components: - - material - - somatic -description: > - 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. - - **Success** The target is unaffected. - **Failure** The target is Fascinated by the pattern. - **Critical Failure** The target is Fascinated by the pattern. While it remains Fascinated, it can't use reactions. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Impending Doom.md b/content/Mechanics/Spells/Spells/Level 3/Impending Doom.md deleted file mode 100644 index 1d462879d..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Impending Doom.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Impending Doom -alias: Impending Doom -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: divination -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 living creature -source: "Pathfinder Secrets of Magic" -duration: 3 round -save: will -basic: false -traits: - - common - - emotion - - fear - - incapacitation - - mental - - prediction - - divination -components: - - somatic - - verbal -description: > - You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise. The intense mental vision grows more and more terrifying to the target as the doom grows closer, and it takes 3 rounds to reach its conclusion. The target must attempt a Will saving throw to determine the effects. At the end of the spell's duration, if the target was affected, the target witnesses its death and takes 6d6 mental damage. - - **Critical Success** The creature is unaffected. - **Success** The creature is unaffected for 1 round. On the second round, it becomes [[Flat-Footed]]. Finally, on the third round, it becomes [[Frightened]] 1. At the end of the third round, it takes half damage. - **Failure** The creature is immediately flat-footed. On the second round, it becomes [[Frightened]] 2. Finally, on the third round, it also becomes [[Stunned]] 1. At the end of the third round, the creature takes full damage. - **Critical Failure** The creature is immediately flat-footed and [[Frightened]] 3. On the second round, it becomes stunned 1. Finally, on the third round, it also becomes [[Paralyzed]]. At the end of the third round, the creature takes double damage. - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==emotion== | ==fear== | ==incapacitation== | ==mental== | ==prediction== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Infectious Ennui.md b/content/Mechanics/Spells/Spells/Level 3/Infectious Ennui.md deleted file mode 100644 index 89ce84358..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Infectious Ennui.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Infectious Ennui -alias: Infectious Ennui -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: enchantment -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder Kingmaker" -duration: sustained, up to 1 minute -save: will -basic: false -traits: - - rare - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - With a wave of your hand and a short invocation, you cause feelings of ennui and impending doom to well up in the mind of the targeted creature, who must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** The target is momentarily overwhelmed with ennui. It becomes [[Slowed]] 1 as it grapples mentally with the pointlessness of existence, but at the end of the target's next turn, the spell effect ends. - **Failure** The target is slowed 1 and [[Frightened]] 1 from the sense of ennui, and remains slowed and can't reduce the frightened condition below 1 as long as the spell is sustained. At the start of the target's turn, choose one creature within 30 feet of the target to attempt a Will save as well; on a failure, that creature is slowed 1 for 1 round; either way, they are then temporarily immune to this casting of infectious ennui. (Ennui does not continue to spread from this secondary target.) - **Critical Failure** As failure, but the primary target is [[Slowed]] 2 and [[Frightened]] 2. - - **Heightened (5th)** When a secondary target becomes slowed, it remains slowed as long as the spell is sustained. ---- -# `=this.name` -==rare== | ==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Insect Form.md b/content/Mechanics/Spells/Spells/Level 3/Insect Form.md deleted file mode 100644 index cf50530fa..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Insect Form.md +++ /dev/null @@ -1,77 +0,0 @@ ---- -name: Insect Form -alias: Insect Form -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 3 -school: transmutation -type: utility -traditions: [primal] -deities: Ghlaunder, Kitumu -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. - You gain the following statistics and abilities regardless of which battle form you choose: - - AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. - 10 temporary Hit Points. - Low-light vision. - One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. - Athletics modifier of +13, unless your own is higher. - - You also gain specific abilities based on the form you choose: - - **Ant** - Speed 30 feet, climb Speed 30 feet; - Melee 1 mandibles, Damage 2d6 bludgeoning. - - **Beetle** - Speed 25 feet; - Melee 1 mandibles, Damage 2d10 bludgeoning. - - **Centipede** - Speed 25 feet, climb Speed 25 feet; darkvision; - Melee 1 mandibles, Damage 1d8 piercing plus 1d4 persistent Poison damage. - - **Mantis** - Speed 40 feet; imprecise scent 30 feet; - Melee 1 foreleg, Damage 2d8 bludgeoning. - - **Scorpion** - Speed 40 feet; darkvision, imprecise tremorsense 60 feet; - Melee 1 stinger, Damage 1d8 piercing plus 1d4 persistent Poison damage; - Melee 1 pincer (agile), Damage 1d6 bludgeoning. - - **Spider** - Speed 25 feet, climb Speed 25 feet; darkvision; - Melee 1 fangs, Damage 1d6 piercing plus 1d4 persistent Poison damage; - Ranged 1 web (range increment 20 feet), Damage entangles the target for 1 round. - - **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. - **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. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Invisibility Sphere.md b/content/Mechanics/Spells/Spells/Level 3/Invisibility Sphere.md deleted file mode 100644 index b5a722b55..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Invisibility Sphere.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Invisibility Sphere -alias: Invisibility Sphere -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Luhar, Thamir -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -target: you and any number of creatures in range -area: 10-foot emanation -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - illusion -components: - - material - - somatic -description: > - 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. - - **Heightened (5th)** The duration increases to 1 hour. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Levitate.md b/content/Mechanics/Spells/Spells/Level 3/Levitate.md deleted file mode 100644 index eaa399fa0..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Levitate.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Levitate -alias: Levitate -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: evocation -type: utility -traditions: [arcane, occult] -deities: Nethys -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 unattended object or willing creature -source: "Pathfinder Core Rulebook" -duration: 5 minutes -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Life Connection.md b/content/Mechanics/Spells/Spells/Level 3/Life Connection.md deleted file mode 100644 index 04c468245..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Life Connection.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Life Connection -alias: Life Connection -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 3 -school: necromancy -type: utility -traditions: [divine, primal] -time: 10 minutes -pf2etime: "" -range: touch -target: 1 living creature -source: "Pathfinder Secrets of Magic" -duration: 24 hours -traits: - - common - - contingency - - necromancy -components: - - material - - somatic - - verbal -description: > - When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. A creature can be part of no more than one life connection simultaneously. When the spell is complete, you gain the Defend Life reaction; once you use the reaction, the spell ends. - - **Defend Life | reaction | [[Concentrate]] | **Trigger** The target takes damage; **Requirements** You're within 1 mile of the target; **Effect** After calculating the amount of damage the target would take (applying weaknesses, resistances, and the like), you lose an equal number of Hit Points, and the target doesn't take any of the damage. You can't reduce the amount of Hit Points you lose in this way. The target still takes any effects that would come with the damage, however, such as the venom on a viper's fangs Strike. - ---- -# `=this.name` -==contingency== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Life Pact.md b/content/Mechanics/Spells/Spells/Level 3/Life Pact.md deleted file mode 100644 index 60c69e9a7..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Life Pact.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Life Pact -alias: Life Pact -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: necromancy -type: heal -traditions: [divine, occult, primal] -time: 1 minute -pf2etime: "" -range: touch -target: up to 6 willing creatures -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -duration: 10 minutes -traits: - - uncommon - - healing - - necromancy -components: - - material - - somatic - - verbal -description: > - Using your life force or spirit as a conduit, you bind the targets in a mystical pact. If one of the targets is about to take damage that would reduce it to 0 Hit Points, all other targets immediately lose 3 Hit Points and the triggering target regains a number of Hit Points equal to the Hit Points lost this way, just before taking the damage. If this healing is enough that the triggering target is no longer reduced to 0 Hit Points, they remain conscious. Once the triggering target has regained Hit Points from the other targets, the spell ends. - - **Heightened (+1)** Increase the number of Hit Points lost by 1 for each target other than the one reduced to 0 Hit Points. The target reduced to 0 Hit Points regains that many additional Hit Points. ---- -# `=this.name` -==uncommon== | ==healing== | ==necromancy== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Locate.md b/content/Mechanics/Spells/Spells/Level 3/Locate.md deleted file mode 100644 index cef6d85a4..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Locate.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Locate -alias: Locate -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: divination -type: utility -traditions: [arcane, divine, occult] -time: 10 minutes -pf2etime: "" -range: 500 feet -target: 1 specific object or type of object -source: "Pathfinder Core Rulebook" -duration: sustained -traits: - - uncommon - - detection - - divination -components: - - material - - somatic - - verbal -description: > - 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. - - **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. ---- -# `=this.name` -==uncommon== | ==detection== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Mad Monkeys.md b/content/Mechanics/Spells/Spells/Level 3/Mad Monkeys.md deleted file mode 100644 index 09cfdd91d..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Mad Monkeys.md +++ /dev/null @@ -1,60 +0,0 @@ ---- -name: Mad Monkeys -alias: Mad Monkeys -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 3 -school: conjuration -type: save -traditions: [primal] -deities: Lahkgya, Ragdya, Sun Wukong -lesson: lesson of mischief -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -area: 5-foot burst -source: "Pathfinder Advanced Player's Guide" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - somatic - - verbal -description: > - Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting [[Calm Emotions]] or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. - Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the Spell. The first time each round when you Sustain the Spell, you can move the area of the monkeys by 5 feet. - - Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys-even for the caster-requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. - - Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save. - - **Critical Success** The creature is unaffected and is temporarily immune for 10 minutes. - **Success** The creature is unaffected. - **Failure** The creature is [[Deafened]] for 1 round. - **Critical Failure** The creature is Deafened for 1 minute. - - Tumultuous Gymnastics The monkeys jump and climb all over creatures in the spell's area, interfering with complex movements. Each creature in the spell's area must attempt a Reflex save. - - **Critical Success** The creature is unaffected and is temporarily immune for 10 minutes. - **Success** The creature is unaffected. - **Failure** For 1 round, the creature must succeed at a DC 5 Flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action. - **Critical Failure** As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Lesson** `=this.lesson` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Magical Fetters.md b/content/Mechanics/Spells/Spells/Level 3/Magical Fetters.md deleted file mode 100644 index ffb984e47..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Magical Fetters.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Magical Fetters -alias: Magical Fetters -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: conjuration -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder #158: Sixty Feet Under" -save: reflex -basic: false -traits: - - uncommon - - incapacitation - - conjuration -components: - - somatic - - verbal -description: > - Ghostly manacles launch from your outstretched hand and clasp around the target's limbs, impeding its movements. The target must attempt a Reflex save. - - **Critical Success** The target is unaffected. - **Success** The target is [[Clumsy]] 1 and takes a -10-foot status penalty to its Speed for 1 round. - **Failure** The target is clumsy 3 and takes a -10-foot status penalty to its Speed for 1 minute. - **Critical Failure** As failure, but the target is also [[Slowed]] 1 for the duration. ---- -# `=this.name` -==uncommon== | ==incapacitation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Magnetic Acceleration.md b/content/Mechanics/Spells/Spells/Level 3/Magnetic Acceleration.md deleted file mode 100644 index 72810f3c4..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Magnetic Acceleration.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Magnetic Acceleration -alias: Magnetic Acceleration -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: evocation -type: attack -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature or object -source: "Pathfinder Secrets of Magic" -traits: - - common - - attack - - evocation -components: - - somatic - - verbal -description: > - You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with magnetic acceleration. On a hit, the target takes 3d6 bludgeoning damage and 3d6 piercing damage, or double damage on a critical hit. - - **Heightened (+1)** The bludgeoning and piercing damage each increase by 1d6. ---- -# `=this.name` -==attack== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Meld into Stone.md b/content/Mechanics/Spells/Spells/Level 3/Meld into Stone.md deleted file mode 100644 index bd446ce79..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Meld into Stone.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Meld into Stone -alias: Meld into Stone -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: transmutation -type: utility -traditions: [arcane, primal] -deities: Soralyon, Yuelral -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - earth - - transmutation -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==earth== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Mind Reading.md b/content/Mechanics/Spells/Spells/Level 3/Mind Reading.md deleted file mode 100644 index ea2102b60..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Mind Reading.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Mind Reading -alias: Mind Reading -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: divination -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 round or sustained up to 1 minute -save: will -basic: false -traits: - - uncommon - - detection - - mental - - divination -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The target perceives vague surface thoughts from you when you Cast the Spell. - **Success** You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours. - **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. - **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. ---- -# `=this.name` -==uncommon== | ==detection== | ==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Moonlight Ray.md b/content/Mechanics/Spells/Spells/Level 3/Moonlight Ray.md deleted file mode 100644 index a919907e2..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Moonlight Ray.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Moonlight Ray -alias: Moonlight Ray -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 3 -school: evocation -type: attack -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder #172: Secrets of the Temple-City" -traits: - - uncommon - - attack - - cold - - good - - light - - evocation -components: - - somatic - - verbal -description: > - You unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target is a fiend or undead, you deal an extra 5d6 good damage. - Moonlight ray's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. - - **Critical Success** The target takes double cold damage, as well as double good damage if a fiend or undead. - **Success** The target takes full damage. - If the light passes through an area of magical darkness or targets a creature affected by magical darkness, moonlight ray 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. - - **Heightened (+1)** The cold damage increases by 2d6, and the good damage against fiends and undead increases by 2d6 good{2d6 good damage}. ---- -# `=this.name` -==uncommon== | ==attack== | ==cold== | ==good== | ==light== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Moth's Supper.md b/content/Mechanics/Spells/Spells/Level 3/Moth's Supper.md deleted file mode 100644 index 43412a536..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Moth's Supper.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Moth's Supper -alias: Moth's Supper -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: necromancy -type: heal -traditions: [occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Dark Archive" -duration: 1 hour -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - You sigh, and your breath transforms into delicate, black‑winged butterflies and huge death's-head hawkmoths. They flutter about you briefly, and then range forth in search of sustenance- fresh-spilled blood, by preference, but rotting corpses, flowering plants, or even left-behind food will do in a pinch. They then return, perching on your hair or shoulders and whispering their secrets into your ears. This has three effects. - - You heal 2d4 Hit Points every 10 minutes. - The first time during the duration when someone successfully Treats your Wounds, you regain an additional 4d4 Hit Points. - You gain an imprecise sense out to 30 feet that senses only freshly spilled blood and rotten flesh. - - **Heightened (+1)** The amount of Hit Points healed every 10 minutes increases by 1d4 and the amount of Hit Points regained from the first Treat Wounds increases by 2d4{2d4}. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Nondetection.md b/content/Mechanics/Spells/Spells/Level 3/Nondetection.md deleted file mode 100644 index d30990996..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Nondetection.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Nondetection -alias: Nondetection -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: abjuration -type: utility -traditions: [arcane, occult, primal] -deities: Ahriman, Erecura, Lao Shu Po, Nocticula -time: 10 minutes -pf2etime: "" -range: touch -target: 1 creature or object -source: "Pathfinder Core Rulebook" -duration: 8 hours -traits: - - uncommon - - abjuration -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Oneiric Mire.md b/content/Mechanics/Spells/Spells/Level 3/Oneiric Mire.md deleted file mode 100644 index 906f4fca4..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Oneiric Mire.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Oneiric Mire -alias: Oneiric Mire -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: illusion -type: save -traditions: [arcane, occult, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: will -basic: false -traits: - - common - - mental - - visual - - illusion -components: - - somatic - - verbal -description: > - You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. - Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a -10-foot circumstance penalty to its Speeds. On a critical failure, it's also [[Immobilized]]. In addition to the normal actions to Escape, at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully disbelieves the illusion and no longer needs to make Will saves to risk a Speed penalty or being immobilized, though the area is still difficult terrain. ---- -# `=this.name` -==mental== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Ooze Form.md b/content/Mechanics/Spells/Spells/Level 3/Ooze Form.md deleted file mode 100644 index a94982293..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Ooze Form.md +++ /dev/null @@ -1,68 +0,0 @@ ---- -name: Ooze Form -alias: Ooze Form -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: transmutation -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the ooze trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: - - AC = 7 + your level. Ignore your armor's check penalty and Speed reduction. - 20 temporary Hit Points. - You are immune to critical hits, precision damage, and visual effects. - Resistance 5 to acid, piercing, and slashing damage. - No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense. - 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 +14, 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. - Athletics modifier of +14, unless your own is higher. - - You also gain specific abilities based on the ooze: - - **Black Pudding** Speed 15 feet, climb 15 feet; - - Melee 1 pseudopod, Damage 2d6+5 bludgeoning and 1d8 acid. - - **Gelatinous Cube** Speed 15 feet; - - Melee 1 cube face, Damage 1d6+5 acid; a creature hit by your cube face Strike must succeed at a Fortitude save against your spell DC or be [[Stunned]] 1 (or [[Paralyzed]] for 1 round on a critical failure); this save has the incapacitation trait. - - **Gray Ooze** Speed 15 feet, climb 15 feet, swim 15 feet; - - Melee 1 pseudopod, Damage 1d6+5 bludgeoning and 1d6 acid, and you can spend an action after a hit to Grab the target. - - **Ochre Jelly** Speed 15 feet, climb 10 feet; resistance 5 to electricity; - - Melee 1 pseudopod, Damage 1d8+5 bludgeoning and 1d8 acid, and you can spend an action after a hit to Grab the target. - - **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 30 temporary HP; resistance 7 to acid, piercing, and slashing; attack modifier +16; damage bonus +9; and Athletics +16. Your motion sense has a range of 40 feet. - **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 40 temporary HP; resistance 10 to acid, piercing, and slashing; attack modifier +18; damage bonus +6 and double damage dice; and Athletics +20. Your motion sense has a range of 60 feet. - **Heightened (8th)** Your battle form is Gargantuan (20-foot- by-20-foot space), and your attacks have 20-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 60 temporary HP; resistance 12 to acid, piercing, and slashing; attack modifier +28; damage bonus +13 and double damage dice; and Athletics +29. Your motion sense has a range of 60 feet. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Organsight.md b/content/Mechanics/Spells/Spells/Level 3/Organsight.md deleted file mode 100644 index d9918c338..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Organsight.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Organsight -alias: Organsight -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: divination -type: utility -traditions: [arcane, divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 living or undead creature that has organs -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - revelation - - divination -components: - - somatic - - verbal -description: > - You see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on Medicine checks against the target that depend on its organs, but a -2 circumstance penalty on Medicine checks depending on seeing its skin. - When you Cast the Spell, attempt a special Recall Knowledge check using Medicine to spot and discern a vital organ. If you have a Lore skill appropriate to the creature, you can use that skill instead of Medicine. If you succeed, the next time you deal piercing or slashing damage to the target with a Strike or spell, you deal 4d6 additional precision damage. Once on each of your subsequent turns, you can use a single action to attempt the special Recall Knowledge check again. The extra damage isn't cumulative, so making the check more than once before a Strike or spell has no extra benefit. - - **Heightened (+1)** The precision damage increases by 1d6{1d6}. ---- -# `=this.name` -==revelation== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Painted Scout.md b/content/Mechanics/Spells/Spells/Level 3/Painted Scout.md deleted file mode 100644 index 2cc7722cb..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Painted Scout.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Painted Scout -alias: Painted Scout -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: divination -type: save -traditions: [occult, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: touch -target: a cave wall or other stone surface -source: "Pathfinder #175: Broken Tusk Moon" -duration: sustained -save: will -basic: false -traits: - - uncommon - - scrying - - divination -components: - - material - - somatic - - verbal -description: > - You press your hand to the stone, causing hand-drawn scouts to spread out from your fingers. As long as you keep your hand on the wall and Sustain the Spell, you can see, hear, and smell through the painted scout using whatever senses you have (including natural senses like scent or darkvision, or magical effects like [[See Invisibility]]). You can move the scout up to your Speed along the wall each time you Sustain the Spell. The scout can move anywhere along the wall to a range of 120 feet as long as its path is unbroken; it treats sharp corners and particularly craggy spots on the wall as difficult terrain. The painted scout is bonded to the wall on which you created it and can't move onto another surface or material. - You can spend an action to make the scout Hide or Sneak, and you can roll a Nature or Occultism check in place of the usual Stealth check. The painted scout must be near a suitably obscured nook or cranny to Hide; it can't Hide or Sneak along a flat, featureless wall. If the painted scout is smeared or doused in water, the scout is destroyed and the spell ends. - - **Heightened (6th)** You create up to five separate painted scouts, and the range to which the scouts can move along the wall increases to 500 feet. Each time you Sustain the Spell, you can move one scout up to your Speed, and you can see, hear, and smell through all five scouts simultaneously. A destroyed scout can't be replaced, and the spell ends if all the scouts are destroyed. ---- -# `=this.name` -==uncommon== | ==scrying== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Paralyze.md b/content/Mechanics/Spells/Spells/Level 3/Paralyze.md deleted file mode 100644 index 9a3ed67e0..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Paralyze.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Paralyze -alias: Paralyze -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Barbatos, Dammerich, Kabriri, Kalekot, Selket -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: varies -save: will -basic: false -traits: - - common - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** The target is [[Stunned]] 1. - **Failure** The target is [[Paralyzed]] for 1 round. - **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. - - **Heightened (7th)** You can target up to 10 creatures. ---- -# `=this.name` -==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Perseis's Precautions.md b/content/Mechanics/Spells/Spells/Level 3/Perseis's Precautions.md deleted file mode 100644 index 3ca58ac4a..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Perseis's Precautions.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Perseis's Precautions -alias: Perseis's Precautions -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: divination -type: utility -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: touch -source: "Pathfinder Lost Omens: Pathfinder Society Guide" -duration: 10 minutes -traits: - - uncommon - - fortune - - prediction - - divination -components: - - material - - somatic - - verbal -description: > - Leaving nothing to chance, you weave divinatory precautions against an ambush, alerting the target to danger. Once during the duration of this spell, the target can roll one Perception, Arcana, Crafting, Lore, Occultism, or Society initiative roll twice and take the better result, after which the spell ends. - The strain of staying so prepared is too much for a mind to handle for long; the target is temporarily immune to this spell for 24 hours once the spell ends, whether they used the initiative benefit or not. ---- -# `=this.name` -==uncommon== | ==fortune== | ==prediction== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Phantom Prison.md b/content/Mechanics/Spells/Spells/Level 3/Phantom Prison.md deleted file mode 100644 index d2bd032db..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Phantom Prison.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Phantom Prison -alias: Phantom Prison -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: illusion -type: save -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 50 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: will -basic: false -traits: - - common - - incapacitation - - mental - - visual - - illusion -components: - - material - - somatic - - verbal -description: > - You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it disbelieves the illusion and the spell ends. - - **Heightened (8th)** You can target up to 5 creatures. ---- -# `=this.name` -==incapacitation== | ==mental== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Pillar of Water.md b/content/Mechanics/Spells/Spells/Level 3/Pillar of Water.md deleted file mode 100644 index babc62e5a..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Pillar of Water.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Pillar of Water -alias: Pillar of Water -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: evocation -type: utility -traditions: [arcane, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder #152: Legacy of the Lost God" -duration: 1 minute -traits: - - uncommon - - water - - evocation -components: - - material - - somatic - - verbal -description: > - You create a large, self-contained cylinder of still fresh water. The pillar has a maximum radius of 15 feet and a maximum height of 60 feet. Creatures inside the pillar can swim through the water as normal (Swim DC 10), or, if the spell was cast on solid ground, walk along the bottom (which is difficult terrain). Any creature that exits the pillar falls or lands accordingly. ---- -# `=this.name` -==uncommon== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Positive Attunement.md b/content/Mechanics/Spells/Spells/Level 3/Positive Attunement.md deleted file mode 100644 index 0ad20a7cc..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Positive Attunement.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Positive Attunement -alias: Positive Attunement -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 3 -school: necromancy -type: heal -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 living or undead creature -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - common - - healing - - positive - - necromancy -components: - - somatic - - verbal -description: > - You attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creature is living, it heals 1d8 Hit Points immediately and at the end of each of your turns. Effects that increase healing only increase the initial healing. - If the creature is undead or has negative healing, it instead takes 1d8 positive damage, depending on the result of its Will save. - - **Critical Success** The creature is unaffected. - **Success** The creature is damaged once and the spell ends. - **Failure** The creature is damaged immediately and at the end of each of your turns (so twice in the round you Cast the Spell). - **Critical Failure** As failure, and the damage is doubled. - - **Heightened (+3)** The damage and healing each increase by 1d8{1d8}. ---- -# `=this.name` -==healing== | ==positive== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Pyrotechnics.md b/content/Mechanics/Spells/Spells/Level 3/Pyrotechnics.md deleted file mode 100644 index 9b8db7ef2..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Pyrotechnics.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Pyrotechnics -alias: Pyrotechnics -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: transmutation -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 fire -source: "Pathfinder #152: Legacy of the Lost God" -duration: sustained up to 1 minute -save: fortitude -basic: false -traits: - - uncommon - - fire - - transmutation -components: - - material - - somatic -description: > - You turn a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, chosen when you Cast the Spell. The spell targets one fire source, which is immediately extinguished if it is a non-magical fire the size of a campfire or smaller. If the fire source is a creature, the creature takes 1d6 points of cold damage and is not extinguished. - - Fireworks The targeted fire explodes into a colorful array of flashy, fiery, glowing aerial fireworks in a 20-foot-radius burst. The first time you Sustain the Spell each round, you can cause the area of fireworks to ascend up to 20 feet, but you cannot move the area laterally. Creatures that start their turn within the area of the fireworks must attempt a Fortitude save, and are then temporarily immune for 1 minute. - **Critical Success** The creature is unaffected - **Success** The creature is [[Dazzled]] until the end of its next turn. - **Failure** The creature is [[Blinded]] until the end of its next turn. - **Critical Failure** The creature is Blinded for 1 minute. - Smoke Cloud Thick smoke billows out from the fire and coalesces into a cloud that spreads to fill a 20-foot-radius burst centered on the targeted fire. Creatures within the smoke cloud take a -4 circumstance penalty to visual Perception checks, and creatures outside the smoke cloud take a -4 circumstance penalty to visual Perception checks to detect creatures or objects within it. The first time you Sustain the Spell each round, you can cause the smoke cloud to descend up to 20 feet, but you cannot move the area laterally. Creatures that start their turn within the smoke cloud must attempt a Fortitude save, and are then temporarily immune for 1 minute. - **Success** The creature is unaffected. - **Failure** The creature is [[Sickened]] 1. - **Critical Failure** The creature is Sickened 1 and cannot recover from the sickened condition while in the area of the smoke cloud. ---- -# `=this.name` -==uncommon== | ==fire== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Rally Point.md b/content/Mechanics/Spells/Spells/Level 3/Rally Point.md deleted file mode 100644 index 8f8b93f70..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Rally Point.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Rally Point -alias: Rally Point -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: conjuration -type: attack -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: touch -area: 5-foot square -source: "Pathfinder Dark Archive" -duration: 1 minute -traits: - - uncommon - - teleportation - - conjuration -components: - - material - - somatic - - verbal -description: > - You mark the area touched as a rally point. During the spell's duration, you can take a single action, which has the concentrate trait, to teleport to the rally point along with items you are wearing or holding. This teleportation fails if the area is occupied, if the rally point is more than 120 feet away, or if you try to bring along any other creature, even if it's in an extradimensional container. Once you teleport to the rally point, the spell's duration ends. - - **Heightened (7th)** You can target up to four other creatures within 30 feet, in addition to yourself. Each of you can teleport to the rally point once during the spell's duration, by taking a single action, which has the concentrate trait. The duration no longer ends once you teleport to the rally point, though you still can't teleport to the rally point again. ---- -# `=this.name` -==uncommon== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Roaring Applause.md b/content/Mechanics/Spells/Spells/Level 3/Roaring Applause.md deleted file mode 100644 index df75349d7..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Roaring Applause.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Roaring Applause -alias: Roaring Applause -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: enchantment -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -duration: sustained -save: will -basic: false -traits: - - common - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. Targets of this spell must be able to see, hear, or otherwise understand you. The targets must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions. - **Failure** The target applauds you so vigorously that it can't use reactions and is [[Slowed]] 1. The applause is so involved that it has the manipulate trait. This triggers reactions based on the manipulate trait at the start of the target's turn. - **Critical Failure** As failure, plus the target is so distracted by its vigorous applauding of you that it's [[Fascinated]] with you. - - **Heightened (6th)** You can target up to 10 creatures. ---- -# `=this.name` -==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Rouse Skeletons.md b/content/Mechanics/Spells/Spells/Level 3/Rouse Skeletons.md deleted file mode 100644 index c3a890b2b..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Rouse Skeletons.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Rouse Skeletons -alias: Rouse Skeletons -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 10-foot burst -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -save: reflex -basic: true -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal 2d6 slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save). - On subsequent rounds, the first time you Sustain the Spell each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal 2d6 slashing damage (basic Reflex save) to each creature in their new area. - Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated. - - **Heightened (+2)** The damage increases by 1d6. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Safe Passage.md b/content/Mechanics/Spells/Spells/Level 3/Safe Passage.md deleted file mode 100644 index 137be7c7b..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Safe Passage.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Safe Passage -alias: Safe Passage -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 3 -school: abjuration -type: utility -traditions: [arcane, divine, primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: touch -source: "Pathfinder Advanced Player's Guide" -duration: sustained up to 1 minute -traits: - - common - - abjuration -components: - - material - - somatic - - verbal -description: > - You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type. - Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the [[Concealed]] condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area. - - **Heightened (5th)** The granted resistance increases to 10, and the area can be 120 feet long. - **Heightened (8th)** The granted resistance increases to 15, and the area can be 500 feet long. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Sculpt Sound.md b/content/Mechanics/Spells/Spells/Level 3/Sculpt Sound.md deleted file mode 100644 index 4e4840251..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Sculpt Sound.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Sculpt Sound -alias: Sculpt Sound -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 3 -school: illusion -type: utility -traditions: [occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature or object -source: "Pathfinder Advanced Player's Guide" -duration: 10 minutes -save: will -basic: false -traits: - - common - - illusion -components: - - material - - somatic -description: > - You change the sounds made by a creature or object. Choose how you're altering the sounds when you Cast the Spell; you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a Perception check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the Perception check. You can Dismiss the spell. - Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most auditory effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save. - - **Success** The affected sound from the creature isn't altered. - **Failure** The affected sound from the creature is altered in the way you determine. - **Critical Failure** The affected sound from the creature is altered and the target becomes [[Stupefied]] 2 for 1 minute as it struggles with the disorienting effects of its altered sound. - - **Heightened (5th)** You can target up to 6 creatures or 6 objects, altering the sounds of all affected creatures or objects in the same way. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Sea of Thought.md b/content/Mechanics/Spells/Spells/Level 3/Sea of Thought.md deleted file mode 100644 index 447ffd5c5..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Sea of Thought.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Sea of Thought -alias: Sea of Thought -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: conjuration -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 15-foot burst -source: "Pathfinder Dark Archive" -duration: 1 minute -save: fortitude -basic: false -traits: - - common - - conjuration -components: - - somatic - - verbal -description: > - You cover the area in a sloshing torrent of semi-solidified thought, roughly ankle high. The area becomes difficult terrain, similarly to a shallow bog. Each round that a creature starts its turn in the area, it must attempt a Fortitude save against the shifting waves of thought. 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 knocked [[Prone]]. - - **Heightened (+1)** The radius of the spell's area increases by 5 feet. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Searing Light.md b/content/Mechanics/Spells/Spells/Level 3/Searing Light.md deleted file mode 100644 index 323b0afa6..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Searing Light.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Searing Light -alias: Searing Light -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 3 -school: evocation -type: attack -traditions: [divine, primal] -bloodline: angelic, psychopomp -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - attack - - fire - - good - - light - - evocation -components: - - somatic - - verbal -description: > - 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 - - **Critical Success** The target takes double fire damage, as well as double good damage if a fiend or undead. - **Success** The target takes full damage - - **Heightened (+1)** The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6. ---- -# `=this.name` -==attack== | ==fire== | ==good== | ==light== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Secret Page.md b/content/Mechanics/Spells/Spells/Level 3/Secret Page.md deleted file mode 100644 index 90b2c5e9c..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Secret Page.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Secret Page -alias: Secret Page -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Irez, Lissala, The Enlightened Scholar's Path, Thoth -time: 1 minute -pf2etime: "" -range: touch -target: 1 page up to 3 square feet in size -source: "Pathfinder Core Rulebook" -duration: unlimited -traits: - - common - - visual - - illusion -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Shadow Projectile.md b/content/Mechanics/Spells/Spells/Level 3/Shadow Projectile.md deleted file mode 100644 index 797183168..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Shadow Projectile.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Shadow Projectile -alias: Shadow Projectile -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: illusion -type: save -traditions: [arcane, occult] -time: reaction -pf2etime: "*⬲{ .Pathfinder }*" -trigger: An ally within 20 feet of you makes a ranged attack roll -source: "Pathfinder Secrets of Magic" -save: will -basic: false -traits: - - common - - shadow - - visual - - illusion -components: - - somatic -description: > - You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour. - - **Critical Success** The creature is unaffected. - **Success** The creature is [[Flat-Footed]] against the triggering attack. - **Failure** The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile. - **Critical Failure** As failure, but double damage. - - **Heightened (+2)** The damage increases by 1d8. ---- -# `=this.name` -==shadow== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Shadow Spy.md b/content/Mechanics/Spells/Spells/Level 3/Shadow Spy.md deleted file mode 100644 index 23b64ddcf..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Shadow Spy.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Shadow Spy -alias: Shadow Spy -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: necromancy -type: utility -traditions: [occult, primal] -time: 1 minute -pf2etime: "" -range: 120 feet -source: "Pathfinder Dark Archive" -duration: until the next time you make your daily preparations -traits: - - common - - necromancy -components: - - material - - somatic - - verbal -description: > - You mix blood, soil, and shadow together to form a half-real homunculus in the shape of a crow, sparrow, or other bird. You then command the bird to fly to a location within range and observe all around it. The bird has the statistics of a homunculus, save that it has all of your senses and shares your Perception modifier. Once the spell's duration elapses or upon a trigger you set (which must be fairly simple-"at dusk" or "when the judge leaves"), the bird flies to your location. If you wring its neck and drink its blood, you learn all that it saw since its creation. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Shift Blame.md b/content/Mechanics/Spells/Spells/Level 3/Shift Blame.md deleted file mode 100644 index d16c60891..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Shift Blame.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Shift Blame -alias: Shift Blame -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: enchantment -type: save -traditions: [arcane, occult] -time: reaction -pf2etime: "*⬲{ .Pathfinder }*" -trigger: You or another creature attacks a creature or fails at a Deception, Diplomacy, or Intimidation check -range: 30 feet -target: the target of the triggering attack or skill check -source: "Pathfinder Secrets of Magic" -save: will -basic: false -traits: - - common - - mental - - enchantment -components: - - verbal -description: > - You alter the target's memories of the triggering event as they form. You choose another creature (which can be you) with the capacity to make the triggering attack or skill check, and you alter the target's memories to recall the creature you chose as responsible for the triggering attack or skill check. The target must attempt a Will save and is then temporarily immune for 24 hours. - - **Critical Success** The target knows you attempted to alter its memories. - **Success** The target doesn't realize you attempted to alter its memories, though it knows you cast a spell. - **Failure** You successfully alter the target's memory. It isn't forced to react to the new memories in a particular way, and it's likely to question them if they contradict other information it knows or are implausible for the situation. ---- -# `=this.name` -==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Shifting Sand.md b/content/Mechanics/Spells/Spells/Level 3/Shifting Sand.md deleted file mode 100644 index 550548c7f..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Shifting Sand.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Shifting Sand -alias: Shifting Sand -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: transmutation -type: attack -traditions: [arcane, primal] -deities: Anubis, Yamatsumi -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -area: 20-foot burst -source: "Pathfinder Lost Omens: Gods & Magic" -duration: sustained up to 1 minute -traits: - - common - - earth - - transmutation -components: - - material - - somatic - - verbal -description: > - You cause the surface to heave. The area becomes difficult terrain and any tracks in the area are destroyed by the churning ground. Creatures standing in the area take a -1 status penalty to Acrobatics checks to Balance and Tumble Through and Athletics checks to High Jump and Long Jump. The first time each round you Sustain the Spell, you can move the churning area up to 10 feet in any direction. Creatures immobilized by the spell are carried along with the shifting sand in the same direction, if possible; this movement is forced movement. Creatures that enter or begin their turn standing in the shifting sand must attempt a Reflex save. - - **Critical Success** The creature is unaffected and ignores the area's difficult terrain and penalty to skill checks until the end of its turn. - **Success** The creature ignores the area's penalty to skill checks until the end of its turn. - **Failure** The creature is affected normally by the spell this turn. - **Critical Failure** The creature becomes [[Immobilized]] within the spell's area until it Escapes. If the creature was already immobilized by shifting sands, it also falls [[Prone]]. - - **Heightened (5th)** The status penalty increases to -2 and the spell's range increases to 60 feet. - **Heightened (7th)** The status penalty increases to -3, the spell's range increases to 60 feet, and the spell's area increases to a 30-foot burst. - **Heightened (9th)** The status penalty increases to -4, the spell's range increases to 60 feet, and the spell's area increases to a 40-foot burst. ---- -# `=this.name` -==earth== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Show the Way.md b/content/Mechanics/Spells/Spells/Level 3/Show the Way.md deleted file mode 100644 index 759a7f9d9..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Show the Way.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Show the Way -alias: Show the Way -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 3 -school: divination -type: utility -traditions: [divine, primal] -time: 10 minutes -pf2etime: "" -target: you and allies in the area -area: 5-foot emanation -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 8 hours -traits: - - common - - detection - - divination -components: - - material - - somatic - - verbal -description: > - You and affected allies gain preternatural knowledge of the path ahead, allowing you to intuit the best way forward and avoid potential obstacles such as difficult or confusing terrain. For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain reduces you to only three-quarters your travel Speed instead of half, and traveling through greater difficult terrain reduces your travel Speed to only half your travel Speed instead of one-third. Show the way does not prevent you from falling into traps or encountering other artificial obstacles and hazards. - - **Heightened (+6)** For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain doesn't reduce your travel Speed at all, and traveling through greater difficult terrain reduces your travel Speed to only three-quarters of its normal value instead of one-third. ---- -# `=this.name` -==detection== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Shrink Item.md b/content/Mechanics/Spells/Spells/Level 3/Shrink Item.md deleted file mode 100644 index b0e4ae199..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Shrink Item.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Shrink Item -alias: Shrink Item -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane -level: 3 -school: transmutation -type: utility -traditions: [arcane] -time: 10 minutes -pf2etime: "" -range: touch -target: 1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Sign of Conviction.md b/content/Mechanics/Spells/Spells/Level 3/Sign of Conviction.md deleted file mode 100644 index 3ddf49024..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Sign of Conviction.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Sign of Conviction -alias: Sign of Conviction -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/attack - - pf2e/tradition/divine -level: 3 -school: conjuration -type: attack -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -duration: sustained up to 1 minute -traits: - - uncommon - - conjuration -components: - - somatic - - verbal -description: > - You conjure the religious symbol of your deity into the air above you in the same space you stand in, wielding the power of your faith to smite your foes. This religious symbol is immobile, made of pure magical force, and can't be damaged. As long as you Sustain sign of conviction, you gain a +1 status bonus to AC and saving throws and are [[Immobilized]]. The DC for any effect to force you to move out of your space (such as the Shove action) is equal to your spell DC or the normal DC, whichever is higher. If you stop being immobilized or are moved out of your space, sign of conviction immediately ends. - When you Cast the Spell and each time you Sustain the Spell, the religious symbol emits a blast of energy at a target within 100 feet. Make a spell attack roll that deals 2d10 damage on a success (see below for determining damage type) and double damage on a critical success. You can Sustain the Spell multiple times in the same round to emit an array of blasts. - If you worship a good deity, the spell gains the good and light traits, deals your choice of either fire or good damage, and emits bright light in a 20-foot burst. If you worship an evil deity, the spell gains the evil and darkness traits, deals your choice of cold or evil damage, and reduces the light level in a 20-foot burst to dim light if it would be brighter. If you worship a neutral deity, the spell gains the force trait and deals force damage. - - **Heightened (+2)** The damage increases by 1d10. ---- -# `=this.name` -==uncommon== | ==conjuration== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Slow.md b/content/Mechanics/Spells/Spells/Level 3/Slow.md deleted file mode 100644 index 75df65e08..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Slow.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Slow -alias: Slow -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: transmutation -type: save -traditions: [arcane, occult, primal] -deities: Korada, Lorthact, Matravash -bloodline: demonic -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: fortitude -basic: false -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - You dilate the flow of time around the target, slowing its actions. - - **Critical Success** The target is unaffected. - **Success** The target is [[Slowed]] 1 for 1 round. - **Failure** The target is [[Slowed]] 1 for 1 minute. - **Critical Failure** The target is [[Slowed]] 2 for 1 minute. - - **Heightened (6th)** You can target up to 10 creatures. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Soothing Blossoms.md b/content/Mechanics/Spells/Spells/Level 3/Soothing Blossoms.md deleted file mode 100644 index b2b2a3a8e..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Soothing Blossoms.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Soothing Blossoms -alias: Soothing Blossoms -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 3 -school: conjuration -type: utility -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -area: 10-foot burst -source: "Pathfinder Secrets of Magic" -duration: 10 minutes -traits: - - common - - plant - - conjuration -components: - - somatic - - verbal -description: > - Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a poison or disease effect, it gets a critical success instead. The blossoms grant assisted recovery to everyone in the area to end their persistent damage, both when the spell is cast and at the start of each of your turns. Once the duration ends, the flowers lose their magical effect, but a few of them might survive in the area as long as they can naturally. This spell doesn't give a benefit on a save against an affliction unless the stage lasts 10 minutes or less. ---- -# `=this.name` -==plant== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Stinking Cloud.md b/content/Mechanics/Spells/Spells/Level 3/Stinking Cloud.md deleted file mode 100644 index 74b6b5569..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Stinking Cloud.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Stinking Cloud -alias: Stinking Cloud -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: conjuration -type: save -traditions: [arcane, primal] -deities: Gogunta -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: fortitude -basic: false -traits: - - common - - poison - - conjuration -components: - - somatic - - verbal -description: > - 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.) - - **Critical Success** The creature is unaffected. - **Success** The creature is [[Sickened]] 1. - **Failure** The creature is [[Sickened]] 1 and [[Slowed]] 1 while in the cloud. - **Critical Failure** The creature is [[Sickened]] 2 and [[Slowed]] 1 until it leaves the cloud. ---- -# `=this.name` -==poison== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Sudden Recollection.md b/content/Mechanics/Spells/Spells/Level 3/Sudden Recollection.md deleted file mode 100644 index 8da19eb96..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Sudden Recollection.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Sudden Recollection -alias: Sudden Recollection -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 3 -school: enchantment -type: save -traditions: [occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -duration: unlimited -save: will -basic: false -traits: - - uncommon - - mental - - enchantment -components: - - somatic - - verbal -description: > - You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving throw to resist the effect. A willing creature can choose to fail its save. - - **Critical Success** The target is unaffected and realizes you tried to alter its memory. - **Success** The target is unaffected but thinks your spell was something harmless instead of sudden recollection, unless it identifies the spell. - **Failure** You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends. ---- -# `=this.name` -==uncommon== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Temporal Twin.md b/content/Mechanics/Spells/Spells/Level 3/Temporal Twin.md deleted file mode 100644 index 42381f04e..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Temporal Twin.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Temporal Twin -alias: Temporal Twin -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: conjuration -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: one willing ally -source: "Pathfinder Dark Archive" -duration: until the end of your next turn -traits: - - uncommon - - conjuration -components: - - somatic - - verbal -description: > - You pull a fleeting duplicate of your ally from the recent past. The duplicate appears in an unoccupied space of your choice within 30 feet of you and repeats a basic single action the target took since the end of your last turn, such as making a Strike or Interacting to pull a lever. Because the other basic single actions don't produce much of a result on their own, this is typically used for Strike and Interact, though occasionally it could be useful to have a temporal twin Stride through a potentially dangerous area to expose a hazard. The target ally spends a reaction to create the duplicate, makes any decisions, and rolls for the repeated action, such as choosing a target for a Strike and making the attack roll. If the ally doesn't have a reaction to spend, temporal twin fails. Use the duplicate's location for determining flanking, cover, and the like. Using this spell requires remembering what your ally did, and if you don't remember the details, the GM might not allow you to cast temporal twin. - This action can't be used for anything but a basic single action, nor can it use limited resources. The action can have a different target than the original action but must be very similar in form. For example, if the original action were to Interact to pull a lever, the time duplicate could pull a different lever, but couldn't turn a doorknob or pick up an item from a table. - Being pulled through time to create a twin destabilizes the target's timeline. Once an ally has been the target of temporal twin, they're temporarily immune for 1 day. ---- -# `=this.name` -==uncommon== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Threefold Aspect.md b/content/Mechanics/Spells/Spells/Level 3/Threefold Aspect.md deleted file mode 100644 index 4b817ae56..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Threefold Aspect.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Threefold Aspect -alias: Threefold Aspect -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: transmutation -type: utility -traditions: [occult, primal] -deities: Followers of Fate, Lymnieris, Magdh, Ra -time: 1 minute -pf2etime: "" -target: Self -source: "Pathfinder Advanced Player's Guide" -duration: until the next time you make your daily preparations -traits: - - common - - polymorph - - transmutation -components: - - material - - somatic - - verbal -description: > - This spell allows you to change between three versions of yourself of different ages: a maiden (young adult), a mother (adult), or a matriarch (elderly). Choose one when you Cast the Spell. While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the concentrate trait. Your form always looks like you regardless of the age, and creatures who know you still recognize you and can tell your age is different. - Threefold aspect alters your physical appearance and personality to present an authentic version of yourself at various ages. This grants you a +4 status bonus to Deception checks to pass as the chosen age, and you can add your level as a proficiency bonus to these checks even if you're untrained. Furthermore, unless a creature specifically uses a Seek action or otherwise carefully examines you, it doesn't get a chance to notice that you aren't at your true age. You can Dismiss this spell. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Time Jump.md b/content/Mechanics/Spells/Spells/Level 3/Time Jump.md deleted file mode 100644 index 2ca5550b6..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Time Jump.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -name: Time Jump -alias: Time Jump -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: transmutation -type: utility -traditions: [arcane, occult] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -traits: - - common - - transmutation -components: - - verbal -description: > - You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. - While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled. Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become [[Stupefied]] 4 for 1 minute. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Time Pocket.md b/content/Mechanics/Spells/Spells/Level 3/Time Pocket.md deleted file mode 100644 index 126908f39..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Time Pocket.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Time Pocket -alias: Time Pocket -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: transmutation -type: utility -traditions: [arcane, occult] -time: 1 minute -pf2etime: "" -range: touch -target: one item of 1 Bulk or less that a willing creature is holding -source: "Pathfinder Dark Archive" -duration: until the next time you make your daily preparations -traits: - - common - - transmutation -components: - - material - - somatic - - verbal -description: > - You fling the target item forward in time and link it to the future of the creature holding it. The item disappears. When the spell ends, the item reappears with the creature that was holding it when you Cast the Spell. If the creature has enough hands free to hold the item, it appears in their hands. Otherwise, it falls to the ground in the creature's space. - You can Dismiss the spell, and it automatically ends if you're reduced to 0 Hit Points or cast time pocket again. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Transcribe Conflict.md b/content/Mechanics/Spells/Spells/Level 3/Transcribe Conflict.md deleted file mode 100644 index 494c5b555..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Transcribe Conflict.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Transcribe Conflict -alias: Transcribe Conflict -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: divination -type: utility -traditions: [arcane, occult] -time: 1 minute -pf2etime: "" -range: touch -source: "Pathfinder Kingmaker" -duration: 1 hour -traits: - - rare - - divination -components: - - material - - somatic - - verbal -description: > - You cause a sheet of paper to appear in your hand, and a moment later a detailed description of a combat you experienced within the last hour is recorded on that sheet of paper in a language that you know of your choice. The description is detailed enough that anyone who spends 1 minute reading the page can attempt to Recall Knowledge about the event as if they had been there, but the primary purpose of the transcribed conflict is to give you additional insight into the fight by allowing you to study the conflict and learn from errors or tactical blunders participants in the battle may have committed. - When you cast this spell, choose a type of foe in the fight you transcribed and attempt to Recall Knowledge about that foe using your spell DC-10 instead of your skill modifier in an appropriate skill to do so. For this action, you can't use any special abilities, reactions, or free actions that trigger when you Recall Knowledge. If you are successful, you not only learn information about that foe as determined by the GM, but for the remainder of transcribe conflict's duration, you gain a +1 status bonus to Initiative checks in combats where you face that exact kind of foe. For example, if you made the check against a wrath demon, the bonus would apply only to wrath demons, not to other demons. The GM decides if a foe who is disguised grants you this bonus. - - **Heightened (5th)** The bonus to initiative increases to +2 and the duration increases to 8 hours. - **Heightened (8th)** The bonus to initiative increases to +3 and the duration increases until the next time you do your daily preparations, and the status bonus to Initiative checks applies to any allies who took part in the fight you transcribed as long as they are within 30 feet of you when you cast the spell. ---- -# `=this.name` -==rare== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Unseasonable Squall.md b/content/Mechanics/Spells/Spells/Level 3/Unseasonable Squall.md deleted file mode 100644 index a748929bf..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Unseasonable Squall.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Unseasonable Squall -alias: Unseasonable Squall -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: evocation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 20-foot burst -source: "Pathfinder #151: The Show Must Go On" -duration: until the start of your next turn -save: fortitude -basic: false -traits: - - uncommon - - air - - evocation -components: - - somatic - - verbal -description: > - You issue a blast of sudden wind that ripples outward from the center of the burst. The wind extinguishes small non-magical fires, disperses fog and mist, scatters objects of light Bulk or less, and pushes unsecured objects of 1 Bulk or less 5 feet away from the spell's origin point. Each Medium or smaller creature in the area when you Cast the Spell or that moves into spell's area must attempt a Fortitude saving throw. - - **Success** The creature is unaffected. - **Failure** The creature is knocked [[Prone]]. If the creature was Flying, it gets a critical failure instead. - **Critical Failure** The creature is pushed 30 feet away from the center of the burst, is knocked Prone, and takes 2d6 bludgeoning damage. ---- -# `=this.name` -==uncommon== | ==air== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Wall of Radiance.md b/content/Mechanics/Spells/Spells/Level 3/Wall of Radiance.md deleted file mode 100644 index 91b16387c..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Wall of Radiance.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Wall of Radiance -alias: Wall of Radiance -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: evocation -type: save -traditions: [arcane, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder #172: Secrets of the Temple-City" -duration: 1 minute -save: fortitude -basic: true -traits: - - uncommon - - light - - evocation -components: - - material - - somatic - - verbal -description: > - You form a wall of brilliant light that obscures creatures. You create a thin wall of light 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. - Creatures adjacent to the wall are [[Dazzled]]. Creatures that move through the wall take 2d6 fire damage (basic Fortitude save) as the concentrated light burns them. - - **Heightened (4th)** The bright light makes it difficult to discern creatures on the other side. Creatures are [[Concealed]] to other creatures on the opposite side of the wall from them. The fire damage increases to 3d6. ---- -# `=this.name` -==uncommon== | ==light== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Wall of Shadow.md b/content/Mechanics/Spells/Spells/Level 3/Wall of Shadow.md deleted file mode 100644 index d8dce67e8..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Wall of Shadow.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Wall of Shadow -alias: Wall of Shadow -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 3 -school: evocation -type: attack -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder #172: Secrets of the Temple-City" -duration: 1 minute -traits: - - uncommon - - darkness - - evocation -components: - - material - - somatic - - verbal -description: > - You form a wall of pure darkness 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 and, if you wish, can be of a shorter length or height. The wall prevents light from passing through and appears as a sheet of pure darkness to creatures observing it. - Creatures without darkvision or those unable to see through darkness can't see creatures on the other side of the wall. The wall is too thin for creatures to Hide in the darkness itself, but creatures can Hide from creatures on the other side of the wall as normal. - - **Heightened (5th)** Creatures with darkvision (but not greater darkvision) can barely see through the wall. They treat targets seen through the wall as [[Concealed]]. - **Heightened (7th)** Creatures with greater darkvision can barely see through the darkness. They treat targets seen through the wall as concealed. All other creatures are unable to see through the darkness at all. ---- -# `=this.name` -==uncommon== | ==darkness== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Wall of Thorns.md b/content/Mechanics/Spells/Spells/Level 3/Wall of Thorns.md deleted file mode 100644 index 8ece590e1..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Wall of Thorns.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Wall of Thorns -alias: Wall of Thorns -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 3 -school: conjuration -type: utility -traditions: [primal] -deities: Erastil, Fandarra, Jaidi, Treerazer, Xhamen-Dor, Zon-Kuthon -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 60 feet -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - plant - - conjuration -components: - - material - - somatic - - verbal -description: > - 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 10-foot-by-10-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. - - **Heightened (+1)** The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4. ---- -# `=this.name` -==plant== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Wall of Virtue.md b/content/Mechanics/Spells/Spells/Level 3/Wall of Virtue.md deleted file mode 100644 index 7fca7e0fe..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Wall of Virtue.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Wall of Virtue -alias: Wall of Virtue -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine -level: 3 -school: evocation -type: utility -traditions: [arcane, divine] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -duration: 1 minute -traits: - - uncommon - - light - - evocation -components: - - material - - somatic - - verbal -description: > - You create a translucent wall of light, which draws power from the celestial realms. You create either a 5-foot-thick wall in a straight line up to 60 feet long and 10 feet high or a 5-foot-thick, 10-foot-radius ring with the same height. The wall sheds bright light for 20 feet on each side and dim light for the next 20 feet. - If the light passes through an area of magical darkness or targets a creature affected by magical darkness, wall of virtue attempts to counteract the darkness. - Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 1d8 good damage and 1d8 positive damage. - - **Heightened (+2)** The good damage increases by 1d8, and the positive damage increases by 1d8. ---- -# `=this.name` -==uncommon== | ==light== | ==evocation== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Wall of Water.md b/content/Mechanics/Spells/Spells/Level 3/Wall of Water.md deleted file mode 100644 index 2369035b5..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Wall of Water.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Wall of Water -alias: Wall of Water -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: conjuration -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - water - - conjuration -components: - - material - - somatic - - verbal -description: > - Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. - Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell. - Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to Swim through. The rules of aquatic combat apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a -2 circumstance penalty. ---- -# `=this.name` -==water== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Wall of Wind.md b/content/Mechanics/Spells/Spells/Level 3/Wall of Wind.md deleted file mode 100644 index face1ec48..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Wall of Wind.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -name: Wall of Wind -alias: Wall of Wind -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 3 -school: evocation -type: utility -traditions: [arcane, primal] -deities: General Susumu, Horus -lesson: lesson of snow -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - air - - evocation -components: - - material - - somatic - - verbal -description: > - 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. - - **Critical Success** The creature can move through the wall normally this turn. - **Success** The flying creature can move through the wall this turn, but the wall is difficult terrain. - **Failure** The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted. - **Critical Failure** As failure, and the creature is pushed 10 feet away from the wall. ---- -# `=this.name` -==air== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Lesson**: `=this.lesson` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Wanderer's Guide.md b/content/Mechanics/Spells/Spells/Level 3/Wanderer's Guide.md deleted file mode 100644 index 4a5205151..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Wanderer's Guide.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -name: Wanderer's Guide -alias: Wanderer's Guide -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: divination -type: utility -traditions: [divine, occult] -time: 1 minute -pf2etime: "" -source: "Pathfinder Core Rulebook" -duration: until your next daily preparations -traits: - - common - - divination -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Warding Aggression.md b/content/Mechanics/Spells/Spells/Level 3/Warding Aggression.md deleted file mode 100644 index 00dbc7fac..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Warding Aggression.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Warding Aggression -alias: Warding Aggression -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 3 -school: abjuration -type: utility -traditions: [arcane, divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: up to 1 minute -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maintain it. Make a melee Strike with a weapon or unarmed attack against a foe. In addition to the normal effects of the Strike, it has the effects below. Warding aggression ends if the foe you attacked dies or at the end of any turn in which you didn't hit that foe with a melee Strike. - - **Critical Success** You gain a +3 status bonus to AC against the foe for 1 round and a +2 status bonus to AC against the foe for the remaining duration. - **Success** You gain a +2 status bonus to AC against the foe. - **Failure** You gain a +1 status bonus to AC against the foe. - **Critical Failure** You gain no additional effect. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Web of Eyes.md b/content/Mechanics/Spells/Spells/Level 3/Web of Eyes.md deleted file mode 100644 index 026c3a76c..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Web of Eyes.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Web of Eyes -alias: Web of Eyes -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 3 -school: divination -type: utility -traditions: [arcane, divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: up to 5 willing creatures -source: "Pathfinder Secrets of Magic" -duration: 10 minutes -traits: - - common - - scrying - - divination -components: - - somatic - - verbal -description: > - You place an [[Invisible]] scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help notice things one target sees but the others might not. Each target can use an action, which has the concentrate trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision. - This improves how well the recipients can perceive anything the sharing creature is looking at. For instance, if a creature is undetected to a recipient but observed by the sharing creature, the creature becomes observed by the recipient as well. Typically, the creature is seen as a glowing outline superimposed on its position. This might allow the recipient to target a creature it couldn't otherwise; however, cover and line of effect still might prevent or impede targeting and attacks. This can only improve the recipient's vision, not reduce it; for example, if an enemy was undetected by the sharing creature and observed by a recipient, the recipient would still clearly observe the enemy. - Once the vision sharing stops, the benefit ends. Whether a creature is hidden or undetected is still based on the last information a target had before the vision sharing ended. For example, that means if a creature is behind a wall but hasn't moved, it's still hidden rather than undetected by a recipient that witnessed its current position. ---- -# `=this.name` -==scrying== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Whirling Scarves.md b/content/Mechanics/Spells/Spells/Level 3/Whirling Scarves.md deleted file mode 100644 index 4bf366813..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Whirling Scarves.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Whirling Scarves -alias: Whirling Scarves -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/occult - - pf2e/tradition/divine -level: 3 -school: abjuration -type: utility -traditions: [occult, divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 minute -traits: - - common - - force - - abjuration -components: - - somatic - - verbal -description: > - You surround yourself in a vortex of whirling colorful scarves of force that obfuscate you and disorient your foes. You gain the benefits of the [[Concealed]] condition, but only against ranged and melee attacks. When a melee attack fails to hit you because of the flat check for the Concealed condition, the scarves snag the weapon or unarmed attack, and the creature takes a -1 circumstance penalty to further attacks with that weapon or unarmed attack until the end of its turn (or the end of its next turn, if it wasn't the creature's turn). The timing of the scarves' movement is harder to predict for ranged attackers, so the flat check for the Concealed condition against ranged attacks increases from DC 5 to DC 6. You can Dismiss this spell. - - **Heightened (+2)** The circumstance penalty to further attacks with a melee weapon or unarmed attack the scarves snag increases by 1. The DC of the flat check for the Concealed condition against ranged attacks increases by 1. ---- -# `=this.name` -==force== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Zone of Truth.md b/content/Mechanics/Spells/Spells/Level 3/Zone of Truth.md deleted file mode 100644 index fcb8b29b4..000000000 --- a/content/Mechanics/Spells/Spells/Level 3/Zone of Truth.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Zone of Truth -alias: Zone of Truth -tags: - - pf2e/spell - - pf2e/spell/level_3 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 3 -school: enchantment -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -area: 20-foot burst -source: "Pathfinder Core Rulebook" -duration: 10 minutes -save: will -basic: false -traits: - - uncommon - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The target is unaffected. - **Success** The target takes a -2 status penalty to Deception checks. - **Failure** The target can't speak any deliberate and intentional lies, and it takes a -2 status penalty to Deception checks. - **Critical Failure** The target can't speak any deliberate and intentional lies and takes a -4 status penalty to Deception checks. ---- -# `=this.name` -==uncommon== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Aerial Form.md b/content/Mechanics/Spells/Spells/Level 4/Aerial Form.md deleted file mode 100644 index c985b0665..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Aerial Form.md +++ /dev/null @@ -1,74 +0,0 @@ ---- -name: Aerial Form -alias: Aerial Form -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 4 -school: transmutation -type: utility -traditions: [arcane, primal] -deities: Andoletta, Horus, Mother Vulture, Tanagaar -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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: - - AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. - 5 temporary Hit Points. - Low-light vision. - One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. - Acrobatics modifier of +16, unless your own modifier is higher. - - You also gain specific abilities based on the form you choose: - - **Bat** - - Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet; - Melee a fangs, Damage 2d8 piercing; - Melee a wing (agile), Damage 2d6 bludgeoning. - - **Bird** - - Speed 10 feet, fly Speed 50 feet; - Melee a beak, Damage 2d8 piercing; - Melee a talon (agile), Damage 1d10 slashing. - - **Pterosaur** - - Speed 10 feet, fly Speed 40 feet; imprecise scent 30 feet; - Melee a beak, Damage 3d6 piercing. - - **Wasp** - - Speed 20 feet, fly Speed 40 feet; - Melee a stinger, Damage 1d8 piercing plus 1d6 persistent Poison damage. - - **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. - **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. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Anathematic Reprisal.md b/content/Mechanics/Spells/Spells/Level 4/Anathematic Reprisal.md deleted file mode 100644 index 42695bb7b..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Anathematic Reprisal.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Anathematic Reprisal -alias: Anathematic Reprisal -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine -level: 4 -school: enchantment -type: save -traditions: [divine] -time: reaction -pf2etime: "*⬲{ .Pathfinder }*" -trigger: A creature performs an act anathema to your deity. -range: 30 feet -target: the triggering creature -source: "Pathfinder Core Rulebook" -save: will -basic: true -traits: - - common - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 1d6. ---- -# `=this.name` -==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Aromatic Lure.md b/content/Mechanics/Spells/Spells/Level 4/Aromatic Lure.md deleted file mode 100644 index b145b1919..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Aromatic Lure.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Aromatic Lure -alias: Aromatic Lure -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: enchantment -type: attack -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder Lost Omens: Legends" -duration: Varies -save: will -basic: false -traits: - - rare - - emotion - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - You override a target's olfactory senses, luring them to a specific location through tantalizing false scents. Select a single square within range that is not hazardous or occupied by a creature. The target is drawn to the selected location, becoming euphoric upon arrival. The target must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** The target is distracted by the tantalizing scents, becoming [[Stupefied]] 1 for 1 round. - **Failure** The target is [[Stupefied]] 2 and moves toward the selected location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way. - **Critical Failure** The target is [[Stupefied]] 4 and moves to the selected location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way. If the creature reaches the destination, it must remain in that location for 1d4 rounds but can otherwise act normally. - - **Heightened (+2)** You target 1 additional creature, selecting a different square within range as their destination. ---- -# `=this.name` -==rare== | ==emotion== | ==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Bestial Curse.md b/content/Mechanics/Spells/Spells/Level 4/Bestial Curse.md deleted file mode 100644 index 06b65fc10..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Bestial Curse.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Bestial Curse -alias: Bestial Curse -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 4 -school: transmutation -type: save -traditions: [arcane, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 living humanoid -source: "Pathfinder Advanced Player's Guide" -duration: varies -save: fortitude -basic: false -traits: - - common - - curse - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target's body gains minor bestial features. Its insides churn as they partially transform, causing it to be [[Clumsy]] 1 for 1 round. When it recovers from the Clumsy condition, its features revert to normal and the spell ends. - **Failure** The target transforms into a bestial form for 1 hour. The target becomes [[Clumsy]] 1 and gains weakness 1 to silver. It gains a claw, hoof, horn, or jaws Strike(your choice) that uses the target's unarmed Strike statistics except that the damage type changes to bludgeoning, piercing, or slashing, as appropriate. Whenever the target attempts to use any manipulate action, it must succeed at a DC 5 Flat check or the action is lost. - **Critical Failure** As failure, but the duration is unlimited. ---- -# `=this.name` -==curse== | ==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Blink.md b/content/Mechanics/Spells/Spells/Level 4/Blink.md deleted file mode 100644 index 9393a8444..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Blink.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Blink -alias: Blink -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: conjuration -type: utility -traditions: [arcane, occult] -deities: Black Butterfly, Nethys, Ng -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - teleportation - - conjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+2)** The resistance increases by 3. ---- -# `=this.name` -==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Bloodspray Curse.md b/content/Mechanics/Spells/Spells/Level 4/Bloodspray Curse.md deleted file mode 100644 index 3bc33bafd..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Bloodspray Curse.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Bloodspray Curse -alias: Bloodspray Curse -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 4 -school: necromancy -type: save -traditions: [divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -duration: varies -save: fortitude -basic: false -traits: - - common - - curse - - necromancy -components: - - somatic - - verbal -description: > - You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** For 1 minute, the first time each round that the target takes at least 10 piercing or slashing damage from a single Strike, it takes 2d6 additional damage of the same type. - **Failure** As success, but when it takes the additional damage, it also takes 2d6 persistent Bleed damage. - - **Heightened (+2)** The additional damage increases by 1d6 and the persistent bleed damage increases by 1d6. ---- -# `=this.name` -==curse== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Call The Blood.md b/content/Mechanics/Spells/Spells/Level 4/Call The Blood.md deleted file mode 100644 index 3e08ba0cb..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Call The Blood.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Call The Blood -alias: Call The Blood -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 4 -school: necromancy -type: save -traditions: [arcane, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 living creature -source: "Pathfinder #165: Eyes of Empty Death" -save: fortitude -basic: true -traits: - - uncommon - - death - - negative - - necromancy -components: - - somatic - - verbal -description: > - With a word and gesture, you cause streams of blood to erupt from the target's mouth, nostrils, ears, or other facial openings and come rushing into your mouth. You deal 8d4 negative damage to the target. - If the target takes damage, its blood flows into your mouth. If you're a living creature and don't have negative healing, you're [[Sickened]] 2. If you're undead (or living but have negative healing), you can choose to either gain temporary Hit Points equal to half of the negative damage the target takes (after applying resistance and the like) and become [[Quickened]] for 1 round, or forgo the temporary Hit Points and become quickened for 1 minute. You can use this extra action only to Step, Stride, or Strike. You lose any remaining temporary Hit Points after 1 minute. - - **Heightened (+1)** The damage increases by 2d4 negative. ---- -# `=this.name` -==uncommon== | ==death== | ==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Chroma Leach.md b/content/Mechanics/Spells/Spells/Level 4/Chroma Leach.md deleted file mode 100644 index 92d4c3472..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Chroma Leach.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Chroma Leach -alias: Chroma Leach -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 4 -school: necromancy -type: save -traditions: [occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 living creature -source: "Pathfinder Advanced Player's Guide" -save: fortitude -basic: false -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. The target must attempt a Fortitude save; creatures with the gnome trait take a -2 circumstance penalty to this save. - - **Critical Success** The target is unaffected. - **Success** The target is [[Enfeebled]] 2 for 1 round. - **Failure** The target is [[Enfeebled]] 2 for 1 minute and [[Drained]] 1. The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the mental and emotion traits. - **Critical Failure** As failure, but the creature is permanently [[Enfeebled]] 2 and [[Drained]] 2 (although magic such as [[Restoration]] can reduce or remove these conditions). ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Chromatic Armor.md b/content/Mechanics/Spells/Spells/Level 4/Chromatic Armor.md deleted file mode 100644 index 77dea13e6..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Chromatic Armor.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Chromatic Armor -alias: Chromatic Armor -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: abjuration -type: utility -traditions: [arcane, occult] -time: 2 or 3 -pf2etime: "" -range: touch -target: 1 willing creature -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - light - - abjuration -components: - - somatic - - verbal -description: > - You wrap the target in armor made of sheets of colored light. The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Will save at the end of its action. On a failure, it becomes [[Dazzled]] until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits. - When you cast the spell, roll 2d8{1d8 twice} on the table below to see the armor's colors (rerolling any duplicates). Each color grants resistance 5 to the indicated damage type. If you spend three actions to Cast the Spell, roll 3d8{three} times instead. - - Red fire - Orange acid - Yellow electricity - Green poison - Blue sonic - Indigo mental - Violet force - Matching Color The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8. - - **Heightened (+3)** The resistance is increased by 5. ---- -# `=this.name` -==light== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Chromatic Ray.md b/content/Mechanics/Spells/Spells/Level 4/Chromatic Ray.md deleted file mode 100644 index 2725b9832..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Chromatic Ray.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Chromatic Ray -alias: Chromatic Ray -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: evocation -type: attack -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: false -traits: - - common - - attack - - light - - evocation -components: - - somatic - - verbal -description: > - You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4{1d4} to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color. - - Red (fire) The ray deals 30 fire damage to the target. - Orange (acid) The ray deals 40 acid damage to the target. - Yellow (electricity) The ray deals 50 electricity damage to the target. - Green (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be [[Enfeebled]] 1 for 1 minute ([[Enfeebled]] 2 on a critical failure). - - **Heightened (6th)** The damage for 40 fire{Red}, 50 acid{Orange}, 60 electricity{Yellow}, and Green each increase by 10. Roll 1d8{1d8} to determine the ray's color, using the results for 1-4 above and the results for 5-8 below. - - Blue The ray has the effect of the [[Flesh to Stone]] spell. On a critical hit, the target is [[Clumsy]] 1 as long as it's [[Slowed]] by the flesh to stone effect. - Indigo (emotion, incapacitation, mental) The ray has the effect of the [[Confusion]] spell. On a critical hit, it has the effect of [[Warp Mind]] instead. - Violet The target is [[Slowed]] for 1 minute. It must also succeed at a will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a teleportation effect. - Intense Color The target is [[Dazzled]] until the end of your next turn, or [[Blinded]] if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8). ---- -# `=this.name` -==attack== | ==light== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Cloak of Light.md b/content/Mechanics/Spells/Spells/Level 4/Cloak of Light.md deleted file mode 100644 index aff7cbfa0..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Cloak of Light.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Cloak of Light -alias: Cloak of Light -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 4 -school: necromancy -type: heal -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder #172: Secrets of the Temple-City" -duration: sustained up to 5 rounds -traits: - - uncommon - - healing - - light - - positive - - necromancy -components: - - somatic - - verbal -description: > - You surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim light to the next 30 feet. - Living creatures that begin their turn adjacent to you recover 2d4 Hit Points. Undead creatures that begin their turn adjacent to you take 4d4 positive damage. - - **Heightened (+2)** The healing increases by 1d4, and the damage to undead increases by 2d4 positive damage. ---- -# `=this.name` -==uncommon== | ==healing== | ==light== | ==positive== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Clownish Curse.md b/content/Mechanics/Spells/Spells/Level 4/Clownish Curse.md deleted file mode 100644 index 056d56e26..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Clownish Curse.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Clownish Curse -alias: Clownish Curse -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: enchantment -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder #152: Legacy of the Lost God" -duration: varies -save: will -basic: false -traits: - - uncommon - - attack - - curse - - mental - - misfortune - - enchantment -components: - - somatic - - verbal -description: > - You afflict the target with a curse that causes it to emit ridiculous noises as it moves. Furthermore, the target's hands and feet become awkward and uncoordinated, as though it were wearing oversized gloves and shoes. - - **Critical Success** The target is unaffected. - **Success** For 1 round, the target must roll twice and use the worse result whenever attempting an Acrobatics, Stealth, or Thievery check. If the target rolls a failure at an Acrobatics, Stealth, or Thievery check, it gets a critical failure instead. - **Failure** As success, but the effect is 1 hour. - **Critical Failure** As success, except the effect is permanent. ---- -# `=this.name` -==uncommon== | ==attack== | ==curse== | ==mental== | ==misfortune== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Compel True Name.md b/content/Mechanics/Spells/Spells/Level 4/Compel True Name.md deleted file mode 100644 index a726b6626..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Compel True Name.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Compel True Name -alias: Compel True Name -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 4 -school: enchantment -type: save -traditions: [arcane, divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature whose true name you know -source: "Pathfinder Secrets of Magic" -duration: varies -save: will -basic: false -traits: - - rare - - auditory - - incapacitation - - linguistic - - mental - - true-name - - enchantment -components: - - verbal -description: > - You instruct the target to do something, compelling obedience by calling it by its true name. Your instructions can't be self-destructive. Though this spell has the linguistic trait, this applies only to the instructions; the creature doesn't need to know its own true name to be affected. The target must attempt a Will saving throw. - - **Critical Success** The target is unaffected, is temporarily immune to further castings of this spell by you for 1 week, and learns your true name. - **Success** The target is unaffected, is temporarily immune to further castings of this spell by you for 1 day, and learns a fragment of your true name. - **Failure** The target does as you command. The spell has a duration of 10 minutes, or until the target has completed a finite instruction or the instructions become selfdestructive. The creature is temporarily immune to further castings of this spell by you for 1 hour. - **Critical Failure** As failure, but the spell's duration is 8 hours, and the creature is not temporarily immune. ---- -# `=this.name` -==rare== | ==auditory== | ==incapacitation== | ==linguistic== | ==mental== | ==true-name== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Confusion.md b/content/Mechanics/Spells/Spells/Level 4/Confusion.md deleted file mode 100644 index 546734f35..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Confusion.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Confusion -alias: Confusion -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Hastur, Lahkgya, Narriseminek -bloodline: aberrant -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: will -basic: false -traits: - - common - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** The target babbles incoherently and is [[Stunned]] 1. - **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. - **Critical Failure** The target is Confused for 1 minute, with no save to end early. - - **Heightened (8th)** You can target up to 10 creatures. ---- -# `=this.name` -==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Coral Eruption.md b/content/Mechanics/Spells/Spells/Level 4/Coral Eruption.md deleted file mode 100644 index 2244789a5..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Coral Eruption.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Coral Eruption -alias: Coral Eruption -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 4 -school: conjuration -type: save -traditions: [arcane, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 10-foot burst -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: reflex -basic: true -traits: - - common - - conjuration -components: - - somatic - - verbal -description: > - Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. You can create a third nonoverlapping burst if the centers of all three bursts are underwater. Creatures in the area when the spell is cast take 6d6 piercing damage and must attempt a basic Reflex save. A creature that critically fails its saving throw also takes 1d6 persistent Bleed damage. The area becomes difficult terrain and hazardous terrain. A creature that moves through the area takes 3 piercing damage for every square of that area it moves into. - - **Heightened (+2)** The initial piercing damage increases by 3d6, and the hazardous terrain damage increases by 1 piercing. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Creation.md b/content/Mechanics/Spells/Spells/Level 4/Creation.md deleted file mode 100644 index 60e84beca..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Creation.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Creation -alias: Creation -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 4 -school: conjuration -type: utility -traditions: [arcane, primal] -deities: Abadar, Alglenweis, Apsu, Bolka, Brigh, Demon Bringers, Dwarven Pantheon, Isis, Mammon, Nocticula, Shelyn, Sun Wukong, The Endless Road, The Laborer's Bastion, The Prismatic Ray, Torag -bloodline: genie -time: 1 minute -pf2etime: "" -range: 0 feet -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (5th)** The item is metal and can include common minerals, like feldspar or quartz. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Dawnflower's Light.md b/content/Mechanics/Spells/Spells/Level 4/Dawnflower's Light.md deleted file mode 100644 index e29b86d8d..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Dawnflower's Light.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Dawnflower's Light -alias: Dawnflower's Light -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: divination -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 unattended, non-magical object of 1 Bulk or less -source: "Pathfinder Kingmaker" -duration: sustained up to 1 minute -traits: - - rare - - good - - light - - divination -components: - - somatic - - verbal -description: > - The object glows with soft golden light that lays bare the truth, reveals hidden objects, and shines supernatural light on false orders. The object casts bright light in a 60-foot radius (and dim light for the next 60 feet). Within the area of bright light, Perception checks to locate hidden objects (including secret doors but not traps), Will saves to resist visual illusions, and Will saves to resist effects placed by evil creatures that inflict the controlled condition all gain a +2 status bonus. This light suppresses magical darkness of your Dawnflower's light spell's level or lower. - Finally, the supernatural light created by this spell is similar to sunlight, and while it can't damage creatures normally harmed by sunlight, it does make them uncomfortable so that they suffer a -2 status penalty to saves versus fear effects while in the area of bright light. - - **Heightened (7th)** The status bonus increases to +3. - **Heightened (9th)** The status bonus increases to +4. ---- -# `=this.name` -==rare== | ==good== | ==light== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Daydreamer's Curse.md b/content/Mechanics/Spells/Spells/Level 4/Daydreamer's Curse.md deleted file mode 100644 index 3237b497f..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Daydreamer's Curse.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Daydreamer's Curse -alias: Daydreamer's Curse -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: enchantment -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder #164: Hands of the Devil" -duration: varies -save: will -basic: true -traits: - - uncommon - - attack - - curse - - mental - - misfortune - - enchantment -components: - - somatic - - verbal -description: > - You impose a curse upon the target that renders it easily distracted and unable to focus its thoughts on tasks that demand insight or discernment. The target must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting a Medicine, Nature, Perception, or Survival check. If the target critically succeeds at a Perception check or skill check to perform an action with the concentrate trait, the target gets a success instead. - **Failure** As success, but the effect is permanent. - **Critical Failure** As failure, except the target treats the outcomes of all checks with the concentrate trait as one degree of success worse than the result it rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure). ---- -# `=this.name` -==uncommon== | ==attack== | ==curse== | ==mental== | ==misfortune== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Detect Creator.md b/content/Mechanics/Spells/Spells/Level 4/Detect Creator.md deleted file mode 100644 index 8df576641..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Detect Creator.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Detect Creator -alias: Detect Creator -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: divination -type: utility -traditions: [arcane, divine, occult] -time: 10 minutes -pf2etime: "" -range: 1 mile -target: 1 destroyed undead -source: "Pathfinder Lost Omens: Knights of Lastwall" -duration: sustained -traits: - - rare - - detection - - divination -components: - - material - - somatic - - verbal -description: > - You examine the remains or spiritual residue of a destroyed undead creature to locate that undead's creator, perhaps a necromancer or vampire. If the creator is within range, you can sense the direction to them. If the creator is within 100 feet, you sense their presence within 100 feet, and the spell ends; you can't further home in on their location. If there's lead or running water between you and the undead's creator, this spell can't locate them. This spell fails automatically if the undead doesn't have a specific creator or the specific creator isn't on the same plane. ---- -# `=this.name` -==rare== | ==detection== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Dimension Door.md b/content/Mechanics/Spells/Spells/Level 4/Dimension Door.md deleted file mode 100644 index 19cea6e5d..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Dimension Door.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Dimension Door -aliases: - - Dimension Door - - Translocate -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: conjuration -type: utility -traditions: - - arcane - - occult -deities: Alseta, Eiseth -bloodline: imperial -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -source: Pathfinder Core Rulebook -traits: - - common - - teleportation - - conjuration -components: - - somatic - - verbal -description: | - 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. - **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. ---- -# `=this.name` -==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Dinosaur Form.md b/content/Mechanics/Spells/Spells/Level 4/Dinosaur Form.md deleted file mode 100644 index f4448cf4d..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Dinosaur Form.md +++ /dev/null @@ -1,80 +0,0 @@ ---- -name: Dinosaur Form -alias: Dinosaur Form -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 4 -school: transmutation -type: utility -traditions: [primal] -deities: Balumbdar, Sobek, Zevgavizeb -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. - You gain the following statistics and abilities regardless of which battle form you choose: - - AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. - 15 temporary Hit Points. - Low-light vision and imprecise scent 30 feet. - One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. - Athletics modifier of +18, unless your own is higher. - - You also gain specific abilities based on the form you choose: - - **Ankylosaurus** - Speed 25 feet; - Melee 1 tail (backswing, reach 10 feet), Damage 2d6 bludgeoning; - Melee 1 foot, Damage 2d6 bludgeoning. - - **Brontosaurus** - Speed 25 feet; - Melee 1 tail (reach 15 feet), Damage 2d6 bludgeoning; - Melee 1 foot, Damage 2d8 bludgeoning. - - **Deinonychus** - Speed 40 feet; - Melee 1 talon (agile), Damage 2d4 piercing plus 1 bleed damage; - Melee 1 jaws, Damage 1d10 piercing. - - **Stegosaurus** - Speed 30 feet; - Melee 1 tail (reach 10 feet), Damage 2d8 piercing. - - **Triceratops** - Speed 30 feet; - Melee 1 horn, Damage 2d8 piercing, plus 1d6 persistent Bleed damage on a critical hit; - Melee 1 foot, Damage 2d6 bludgeoning. - - **Tyrannosaurus** - Speed 30 feet; - Melee 1 jaws (deadly d12, reach 10 feet), Damage 1d12 piercing; - Melee 1 tail (reach 10 feet), Damage 1d10 bludgeoning. - - **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. - **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. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Dirge of Remembrance.md b/content/Mechanics/Spells/Spells/Level 4/Dirge of Remembrance.md deleted file mode 100644 index bc9ea0c90..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Dirge of Remembrance.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Dirge of Remembrance -alias: Dirge of Remembrance -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot cone -source: "Pathfinder #186: Ghost King's Rage" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - uncommon - - sonic - - necromancy -components: - - somatic - - verbal -description: > - You sing a funereal dirge to force restless spirits to fully manifest in the Material Plane. Each incorporeal creature in the area takes 4d10 sonic damage (this damage bypasses its resistances) depending on the result of its Will save. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and becomes semi-corporeal until the spell ends. All attacks against it get the benefit of a ghost touch rune. - **Critical Failure** As failure, but double damage. - - **Heightened (+1)** The damage increases by 1d10. ---- -# `=this.name` -==uncommon== | ==sonic== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Divine Wrath.md b/content/Mechanics/Spells/Spells/Level 4/Divine Wrath.md deleted file mode 100644 index a5b120077..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Divine Wrath.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Divine Wrath -alias: Divine Wrath -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine -level: 4 -school: evocation -type: save -traditions: [divine] -bloodline: angelic, demonic -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is [[Sickened]] 1. - **Critical Failure** The creature takes full damage and is [[Sickened]] 2; while it is sickened, it is also [[Slowed]] 1. - - **Heightened (+1)** The damage increases by 1d10. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Draw the Lightning.md b/content/Mechanics/Spells/Spells/Level 4/Draw the Lightning.md deleted file mode 100644 index 648ba63af..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Draw the Lightning.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Draw the Lightning -alias: Draw the Lightning -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 4 -school: evocation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature that is either taller than you or higher than you -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: reflex -basic: true -traits: - - common - - electricity - - evocation -components: - - somatic - - verbal -description: > - Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. You must hold your weapon or an empty hand aloft as part of this spell's somatic component. When you do, a bolt of lightning descends from a storm cloud in the air above your and through the target, dealing 3d12 electricity damage with a basic Reflex save. For the rest of the spell's duration, your first Strike each round with the weapon you held aloft (or with your unarmed attacks if you held an empty hand aloft) deals an additional 1d12 electricity damage. - The spell creates its own storm cloud if necessary, so you can cast draw the lightning anywhere, even underground. If draw the lightning is cast outside under a cloudy or stormy sky, increase the bolt's damage by 2d12 electricity. - - **Heightened (8th)** The damage dealt to the initial target increases by 4d12, and the additional damage dealt on the first Strike each turn increases by 1d12. ---- -# `=this.name` -==electricity== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Dull Ambition.md b/content/Mechanics/Spells/Spells/Level 4/Dull Ambition.md deleted file mode 100644 index c2b067335..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Dull Ambition.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Dull Ambition -alias: Dull Ambition -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: enchantment -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder Advanced Player's Guide" -duration: varies -save: will -basic: false -traits: - - common - - curse - - mental - - misfortune - - enchantment -components: - - somatic - - verbal -description: > - You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save. - - **Critical Success** The target is unaffected. - **Success** For 1 hour, the target rolls twice and uses the lower result on initiative rolls. - **Failure** For 1 day, the target rolls twice and uses the lower result on initiative rolls and any check to determine the success of a downtime activity. - **Critical Failure** As failure, but the duration is unlimited. ---- -# `=this.name` -==curse== | ==mental== | ==misfortune== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Elemental Gift.md b/content/Mechanics/Spells/Spells/Level 4/Elemental Gift.md deleted file mode 100644 index 76ddd8efa..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Elemental Gift.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Elemental Gift -alias: Elemental Gift -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 4 -school: transmutation -type: utility -traditions: [primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 willing creature -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element. - - **Air** The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus. - **Earth** While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement. - **Fire** The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit. - **Water** The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed. - - **Heightened (8th)** You can target up to 5 willing creatures. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Elephant Form.md b/content/Mechanics/Spells/Spells/Level 4/Elephant Form.md deleted file mode 100644 index f0ec97920..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Elephant Form.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Elephant Form -alias: Elephant Form -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 4 -school: transmutation -type: utility -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder #177: Burning Tundra" -duration: 1 minute -traits: - - uncommon - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You channel the primal forces of nature to transform into a Large battle form, specifically that of a powerful and terrifying elephant or similar creature, such as a mammoth, mastodon, or anancus. This spell has the effects of [[Dinosaur Form]], except you gain the following specific abilities instead of the form-specific abilities of dinosaur form. - - Speed 40 feet; - Melee 1 foot, Damage 2d8 bludgeoning. - Melee 1 trunk (reach 10 feet), Effect grabbing trunk; - Melee 1 tusk (reach 10 feet), Damage 2d6 piercing. - - Grabbing Trunk A creature up to two sizes smaller that's hit by your trunk is [[Grabbed]]. If you succeed at your Grapple check against a creature grabbed by your trunk, you can reposition the creature to another space within your trunk's reach. - - **Heightened (5th)** Your elephant form is Huge; your trunk and tusk attacks have 15-foot reach, and your foot attack has 10-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. - **Heightened (7th)** Your elephant form is Gargantuan; your trunk and tusk attacks have 20-foot reach, and your foot attack has 15-foot reach. Your AC is 21 + your level and you instead gain 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25. ---- -# `=this.name` -==uncommon== | ==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Enervation.md b/content/Mechanics/Spells/Spells/Level 4/Enervation.md deleted file mode 100644 index 9cf0d08ec..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Enervation.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Enervation -alias: Enervation -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot line -source: "Pathfinder Advanced Player's Guide" -save: fortitude -basic: false -traits: - - common - - negative - - necromancy -components: - - somatic - - verbal -description: > - Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save. - - **Critical Success** The creature is unaffected. - **Success** The creature takes 2d8 persistent negative damage. - **Failure** The creature takes 4d8 persistent negative damage and becomes [[Drained]] 1. - **Critical Failure** The creature takes 4d8 persistent negative damage and becomes [[Drained]] 2 and [[Doomed]] 1. - - **Heightened (+2)** The persistent negative damage increases by 1d8 persistent negative damage on a success, or by 2d8 persistent negative damage on a failure or critical failure. ---- -# `=this.name` -==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/False Nature.md b/content/Mechanics/Spells/Spells/Level 4/False Nature.md deleted file mode 100644 index c3d60615d..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/False Nature.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: False Nature -alias: False Nature -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: illusion -type: utility -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: touch -target: one unattended item or one item you're holding -source: "Pathfinder Dark Archive" -duration: until your next daily preparations -traits: - - uncommon - - illusion -components: - - material - - somatic - - verbal -description: > - You create an illusion that makes an object seem to be something entirely different. When you Cast this Spell, speak aloud a declarative statement that the target is a different, nonspecific object. Your statement can't presuppose any other facts. For instance, you could claim an object is "a stone" or "an antidote," but not "the Starstone" or "the antidote to the lethal poison you already drank." Creatures who previously observed the target receive an immediate Will save to disbelieve, but on a failure, the illusion temporarily rewrites their memory that the object was something different. A creature who failed their Will save, or didn't already see the item's original form, must Interact with the illusion as normal to receive a Perception check against the spell DC to disbelieve. When the spell ends, targets remember the object's true nature, even if they never disbelieved the spell. ---- -# `=this.name` -==uncommon== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Favorable Review.md b/content/Mechanics/Spells/Spells/Level 4/Favorable Review.md deleted file mode 100644 index 274249c77..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Favorable Review.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Favorable Review -alias: Favorable Review -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: enchantment -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder #152: Legacy of the Lost God" -duration: varies -save: will -basic: false -traits: - - uncommon - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - You enchant a creature to ensure they have only good things to say about your show. Identify a single creature, location, or performance, such as "Dame Ellendia," "Savories Meats," or "the Theater of the Mind's latest magic show." The target must attempt Will save. You can Dismiss the spell. - - **Critical Success** The target is unaffected and knows you tried to trick it. - **Success** The target is unaffected but thinks your spell was something harmless instead of favorable review, unless it identifies the spell (usually using Identify Magic). - **Failure** The target cannot speak unfavorably about the subject for 1 week. This doesn't change the target's opinion about the subject, but the target's attempts to speak ill of the subject-whether in speech, writing, or other communication-always twist into compliments and praise instead. The target likely becomes aware of this effect quickly and can avoid speaking about the subject entirely if they choose. - **Critical Failure** As failure, except the duration is permanent and the target genuinely holds a favorable opinion about the subject, with their attitude toward the creature (or creatures associated with the subject, such as the owner of a location or artists in a performance) becoming two degrees better (for example, [[Helpful]] instead of [[Indifferent]]. - - **Heightened (8th)** The range increases to 60 feet and you can target up to 10 creatures. ---- -# `=this.name` -==uncommon== | ==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Fey Form.md b/content/Mechanics/Spells/Spells/Level 4/Fey Form.md deleted file mode 100644 index a19c8eae1..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Fey Form.md +++ /dev/null @@ -1,83 +0,0 @@ ---- -name: Fey Form -alias: Fey Form -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 4 -school: transmutation -type: utility -traditions: [occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the fey trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can Dismiss the spell. - You gain the following statistics and abilities regardless of the form that you choose: - - AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. - 15 temporary Hit Points and weakness 5 to cold iron. - Low-light vision. - 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 you use the listed damage. These attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. - Acrobatics modifiers of +16, unless your own modifier is higher. - - You also gain specific abilities based on the type of fey: - - **Dryad** - - The temporary HP gained increases to 30; - Speed 25 feet; weakness 5 to fire; - Melee 1 branch, Damage 1d12+8 bludgeoning. - - **Elananx** - - Speed 30 feet; - resistance 5 to fire; - Melee 1 jaws, Damage 1d6+8 piercing plus 1d6 fire; - Melee 1 claw (agile), Damage 1d6 slashing. - - **Naiad** - - Speed 25 feet, swim 25 feet; - resistance 5 to fire; - Melee 1 aqueous fist (water), - Damage 1d8+8 bludgeoning. - - **Redcap** - - Speed 40 feet; - Size Small; - Melee 1 scythe (deadly d10, trip), Damage 1d10+8 slashing; - Melee 1 boot (agile, versatile B), Damage 1d6 piercing. - - **Unicorn** - - gain the beast trait in addition to fey; - Speed 40 feet; - resistance 5 to poison; - Size Large; - Melee 1 horn, Damage 1d10+8 piercing plus 1 good; - Melee 1 hoof (agile), Damage 1d8 bludgeoning; all Strikes have the effects of a Ghost Touch property rune. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Forgotten Lines.md b/content/Mechanics/Spells/Spells/Level 4/Forgotten Lines.md deleted file mode 100644 index 230d40abf..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Forgotten Lines.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Forgotten Lines -alias: Forgotten Lines -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: divination -type: utility -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 text or remnants thereof -source: "Pathfinder #147: Tomorrow Must Burn" -duration: varies -traits: - - rare - - divination -components: - - somatic - - verbal -description: > - Members of the Lacunafex and other allies use this spell to restore material that Thrune agents have redacted from historical or otherwise valuable texts. You learn one piece of information that was removed from the target text after its creation. You can instead learn one piece of information from a text that had been destroyed, but you must have a fragment of the text, such as a piece of the cover, a page, or even a clasp or metal fittings. - - **Heightened (6th)** The spell reconstructs all missing information regarding a specific topic of your choice. - **Heightened (9th)** The spell also reveals information the writer self-censored and didn't commit to paper. ---- -# `=this.name` -==rare== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Gaseous Form.md b/content/Mechanics/Spells/Spells/Level 4/Gaseous Form.md deleted file mode 100644 index 64ce96aba..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Gaseous Form.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Gaseous Form -alias: Gaseous Form -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 4 -school: transmutation -type: utility -traditions: [arcane, occult, primal] -deities: Hshurha, Monad, Ragdya, Zura -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 willing creature -source: "Pathfinder Core Rulebook" -duration: 5 minutes -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, and it uses its proficiency modifier for unarmored defense. 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. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Ghostly Tragedy.md b/content/Mechanics/Spells/Spells/Level 4/Ghostly Tragedy.md deleted file mode 100644 index ad5081978..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Ghostly Tragedy.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Ghostly Tragedy -alias: Ghostly Tragedy -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: divination -type: utility -traditions: [divine, occult] -time: 1 minute -pf2etime: "" -source: "Pathfinder Advanced Player's Guide" -duration: 10 minutes -traits: - - uncommon - - divination -components: - - material - - somatic - - verbal -description: > - This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines. - Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that observed the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information. ---- -# `=this.name` -==uncommon== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Glibness.md b/content/Mechanics/Spells/Spells/Level 4/Glibness.md deleted file mode 100644 index e3788fb9d..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Glibness.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Glibness -alias: Glibness -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 4 -school: enchantment -type: utility -traditions: [occult] -deities: Dhalavei, Grandmother Spider, Ydajisk -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - uncommon - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Globe of Invulnerability.md b/content/Mechanics/Spells/Spells/Level 4/Globe of Invulnerability.md deleted file mode 100644 index 887e40156..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Globe of Invulnerability.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Globe of Invulnerability -alias: Globe of Invulnerability -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: abjuration -type: utility -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - uncommon - - abjuration -components: - - somatic - - verbal -description: > - 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). ---- -# `=this.name` -==uncommon== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Hallucinatory Terrain.md b/content/Mechanics/Spells/Spells/Level 4/Hallucinatory Terrain.md deleted file mode 100644 index f331a5f56..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Hallucinatory Terrain.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Hallucinatory Terrain -alias: Hallucinatory Terrain -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 4 -school: illusion -type: utility -traditions: [arcane, occult, primal] -time: 10 minutes -pf2etime: "" -range: 500 feet -area: 50-foot burst -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - uncommon - - illusion -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (5th)** Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures). ---- -# `=this.name` -==uncommon== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Holy Cascade.md b/content/Mechanics/Spells/Spells/Level 4/Holy Cascade.md deleted file mode 100644 index 6bc454074..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Holy Cascade.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Holy Cascade -alias: Holy Cascade -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine -level: 4 -school: evocation -type: save -traditions: [divine] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -area: 20-foot burst -source: "Pathfinder Core Rulebook" -save: reflex -basic: true -traits: - - common - - good - - positive - - water - - evocation -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6. ---- -# `=this.name` -==good== | ==positive== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Hydraulic Torrent.md b/content/Mechanics/Spells/Spells/Level 4/Hydraulic Torrent.md deleted file mode 100644 index 9d2836e4f..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Hydraulic Torrent.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Hydraulic Torrent -alias: Hydraulic Torrent -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 4 -school: evocation -type: save -traditions: [primal] -deities: Hei Feng, Kelizandri -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 60-foot line -source: "Pathfinder Core Rulebook" -save: fortitude -basic: true -traits: - - common - - water - - evocation -components: - - somatic - - verbal -description: > - A swirling torrent of water manifests along a straight line, battering creatures and unattended objects in 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; unattended objects automatically fail. Creatures that fail the save are also knocked back 5 feet (10 feet on a critical failure). - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Ice Storm.md b/content/Mechanics/Spells/Spells/Level 4/Ice Storm.md deleted file mode 100644 index d49b5aa41..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Ice Storm.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Ice Storm -alias: Ice Storm -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 4 -school: evocation -type: save -traditions: [arcane, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Advanced Player's Guide" -duration: sustained up to 1 minute -save: reflex -basic: true -traits: - - common - - cold - - evocation -components: - - material - - somatic - - verbal -description: > - You create a gray storm cloud that pelts creatures with an icy deluge. When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud (basic Reflex save). Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain, causing creatures in the storm to be [[Concealed]], and making creatures outside the storm Concealed from those inside the storm. Any creature that ends its turn in the storm takes 2 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one. As normal, if a Large or larger creature is in both clouds, it still only takes the initial damage once and the continuing damage once per turn. - - **Heightened (+2)** The initial bludgeoning damage and cold damage increase by 1d8 each, and the cold damage creatures take at the end of their turns increases by 1. ---- -# `=this.name` -==cold== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Implement of Destruction.md b/content/Mechanics/Spells/Spells/Level 4/Implement of Destruction.md deleted file mode 100644 index ff16e0495..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Implement of Destruction.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Implement of Destruction -alias: Implement of Destruction -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: enchantment -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 enemy, and 1 weapon that is either unattended or wielded by you or a willing ally -source: "Pathfinder Dark Archive" -duration: 1 minute -save: will -basic: false -traits: - - common - - emotion - - fear - - mental - - enchantment -components: - - somatic - - verbal -description: > - You solemnly declare that the target weapon will bring death to a foe, implanting an irrational fear of the weapon into the target enemy. This link echoes at the forefront of the enemy's mind, forming a looming sense of omnipresent dread. The effect is based on the target enemy's Will save. - - **Critical Success** The target enemy is unaffected. - **Success** The target weapon deals an additional 2d6 mental damage the first time it hits the target enemy before the end of the spell's duration. - **Failure** The target weapon deals an additional 2d6 persistent mental damage to the target enemy. If the enemy is critically hit by the weapon, the enemy is [[Doomed]] 1 for as long as it takes this persistent mental damage. - **Critical Failure** The target weapon deals an additional 4d6 persistent mental damage to the target enemy. If the enemy is critically hit by the weapon, the enemy is doomed 1. - - **Heightened (+2)** Increase the mental damage by 1d6 on a success, and increase the persistent mental damage by 1d6 on a failure or by 2d6 on a critical failure. ---- -# `=this.name` -==emotion== | ==fear== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Infectious Melody.md b/content/Mechanics/Spells/Spells/Level 4/Infectious Melody.md deleted file mode 100644 index a2e142e28..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Infectious Melody.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Infectious Melody -alias: Infectious Melody -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 4 -school: enchantment -type: save -traditions: [occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -target: enemies in the area -area: 15-foot emanation -source: "Pathfinder Secrets of Magic" -duration: varies -save: will -basic: false -traits: - - common - - auditory - - mental - - enchantment -components: - - somatic - - verbal -description: > - You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save. - - **Critical Success** The creature is unaffected. - **Success** For 1 round, the creature can communicate only by singing along to the melody. It can speak only on its turn, and it must take the Perform action when it does. The result of the Performance check determines how well it sang, but it stills communicate the information regardless of the result, which has no further mechanical impact than the time spent to take the action. A single Perform check is sufficient for any amount of speaking on the creature's turn. This effect might interfere with verbal components of spells or other linguistic abilities that rely on precise speech; in order to use such an ability successfully, the creature must succeed at a DC 5 Flat check. - In addition, the creature takes a -2 status penalty on linguistic Intimidation checks, as singing its threats saps away some of the menace. The creature's constant humming of the tune also makes it nearly impossible for the creature to remain undetected. - **Failure** As success, but the duration is 3 rounds. - **Critical Failure** As success, but the duration is 1 hour. ---- -# `=this.name` -==auditory== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Internal Insurrection.md b/content/Mechanics/Spells/Spells/Level 4/Internal Insurrection.md deleted file mode 100644 index 293eb2acb..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Internal Insurrection.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Internal Insurrection -alias: Internal Insurrection -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Adventure: Malevolence" -save: fortitude -basic: false -traits: - - rare - - disease - - necromancy -components: - - somatic - - verbal -description: > - You afflict the target with the supernatural disease known as internal insurrection, causing portions of their body to rebel against the whole, leading to painful agonies and, in time, death. The target must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target becomes [[Clumsy]] for 1 round as pain wracks their body. - **Failure** The target is afflicted with internal insurrection at stage 1. - **Critical Failure** The target is afflicted with internal insurrection at stage 2. - - **Internal Insurrection (disease) Level 7.** - The target can't recover from the clumsy condition from internal insurrection until the disease is cured - Stage 1 [[Clumsy]] 1 (1 day) - Stage 2 [[Clumsy]] 2 (1 day) - Stage 3 clumsy 2 and [[Flat-Footed]] (1 day) - Stage 4 [[Clumsy]] 3 and flat-footed (1 day) - Stage 5 death, and the target's body splits apart into a mass of fragments that crawls outward in a 10-foot-emanation before perishing, leaving a bare skeleton surrounded by gore. ---- -# `=this.name` -==rare== | ==disease== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Invisibility Curtain.md b/content/Mechanics/Spells/Spells/Level 4/Invisibility Curtain.md deleted file mode 100644 index fbc842e4f..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Invisibility Curtain.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Invisibility Curtain -alias: Invisibility Curtain -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: illusion -type: utility -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Secrets of Magic" -duration: sustained -traits: - - common - - illusion -components: - - material - - somatic - - verbal -description: > - You create a transparent invisible wall that makes any creatures on one side of the wall invisible to those on the other side. You choose which side of the wall provides invisibility to the creatures on that side when you cast the spell. You create either a 1-inch-thick wall in a straight line up to 60 feet long and 10 feet high or a 1-inch‑thick, 10-foot-radius ring with the same height. The wall is intangible and stands vertically in either of the two forms. If you wish to do so, you can create the wall with a shorter length or height, or with a smaller radius. Any creature that crosses the wall becomes visible or invisible as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered invisible by the wall takes a hostile action, the spell ends after the hostile action is completed. - - **Heightened (7th)** The spell doesn't end if an invisible creature takes a hostile action. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Magic Mailbox.md b/content/Mechanics/Spells/Spells/Level 4/Magic Mailbox.md deleted file mode 100644 index 8cac64f04..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Magic Mailbox.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Magic Mailbox -alias: Magic Mailbox -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: conjuration -type: utility -traditions: [arcane, divine, occult] -time: 1 hour -pf2etime: "" -range: touch -target: 2 containers, each no larger than 5 feet in any dimension -source: "Pathfinder Secrets of Magic" -duration: until your next daily preparations -traits: - - uncommon - - teleportation - - conjuration -components: - - material - - somatic - - verbal -description: > - You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. - If a container's contents total more than 3 Bulk, the transport fails. If either container is opened before the full 10 minutes have elapsed, the contents appear as they did when the containers were closed, and the process starts anew as soon as both containers have been closed. After the contents of the containers successfully swap, they can't swap again until after both containers have been opened at least once. Both containers must be located on the same plane for the process to function; if this ceases to be the case or if something else disrupts the effect during an active transposition, the process halts as if one of the containers had been opened. ---- -# `=this.name` -==uncommon== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Mirror's Misfortune.md b/content/Mechanics/Spells/Spells/Level 4/Mirror's Misfortune.md deleted file mode 100644 index 02fed25dc..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Mirror's Misfortune.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Mirror's Misfortune -alias: Mirror's Misfortune -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: illusion -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: will -basic: false -traits: - - common - - illusion -components: - - somatic - - verbal -description: > - You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split in two. As you do, you can Step to any adjacent square. In either your initial square, or another square adjacent to your initial square, an exact illusory duplicate of you appears. You decide a simple course of action for the duplicate to follow, such as to walk to a specific point or wave its hands in the air, but more complex routines are beyond its abilities. A creature can distinguish between you and the duplicate only if it spends an action to Seek and succeeds at a Perception check against the spell's DC. - If a creature takes a hostile action against the duplicate, the illusion shatters into mirrorlike shards, inflicting bad luck on the attacker's next few attacks as misfortune's toll for shattering the mirror. The attacker must attempt a Will save with the following effects; this is a curse and misfortune effect. When the duplicate shatters, the spell ends. - - **Success** The creature is unaffected. - **Failure** Within the next hour, the creature must roll its next two attack rolls twice and take the lower result. - **Critical Failure** Within the next hour, the creature must roll its next four attack rolls twice and take the lower result. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Modify Memory.md b/content/Mechanics/Spells/Spells/Level 4/Modify Memory.md deleted file mode 100644 index 24e14be7d..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Modify Memory.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Modify Memory -alias: Modify Memory -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 4 -school: divination -type: save -traditions: [occult] -deities: Bergelmir, Narakaas, The Lost Prince -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: unlimited -save: will -basic: false -traits: - - uncommon - - mental - - divination -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected and realizes you tried to alter its memory. - **Success** The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell. - **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. - 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. - - **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. ---- -# `=this.name` -==uncommon== | ==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Morass of Ages.md b/content/Mechanics/Spells/Spells/Level 4/Morass of Ages.md deleted file mode 100644 index 034d9b380..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Morass of Ages.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Morass of Ages -alias: Morass of Ages -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: transmutation -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 5-foot emanation -source: "Pathfinder Dark Archive" -duration: sustained up to 1 minute -save: fortitude -basic: false -traits: - - common - - aura - - transmutation -components: - - somatic - - verbal -description: > - You surround yourself in temporal eddies that draw out time for those around you, making every step feel like an eternity endured. A creature in the emanation, or that later enters the emanation, must attempt a Fortitude save. The creature makes this save only once and uses the same effect for the duration of the spell. Each time you Sustain the Spell, you can choose to increase the emanation's radius by 5 feet, to a maximum of 60 feet. - - **Critical Success** The creature is unaffected. - **Success** Squares in the emanation are difficult terrain for the creature. - **Failure** Squares in the emanation are difficult terrain for the creature, and the creature is [[Slowed]] 1 when it starts its turn in the emanation. - **Critical Failure** As failure, plus the creature also becomes [[Restrained]]. The creature can attempt to Escape against your spell DC to remove the restrained condition. ---- -# `=this.name` -==aura== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Murderous Vine.md b/content/Mechanics/Spells/Spells/Level 4/Murderous Vine.md deleted file mode 100644 index b0f419e91..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Murderous Vine.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Murderous Vine -alias: Murderous Vine -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/conjuration - - pf2e/spelltype/attack - - pf2e/tradition/primal -level: 4 -school: conjuration -type: attack -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature adjacent to a flat surface -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - attack - - plant - - conjuration -components: - - somatic - - verbal -description: > - You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. Make a spell attack roll against the target's Fortitude DC. On a success, the creature is grabbed and takes 3d6 bludgeoning damage and 2d8 piercing damage. At the end of that creature's turn, if it's still grabbed by the vine, it takes 2d6 bludgeoning damage. - The vine's Escape DC is equal to your spell DC. A creature can attack the vine in an attempt to break its grip. The vine's AC is equal to your spell DC, and the vine is destroyed if it takes 20 or more damage. Destroying or escaping from the vines ends the spell. You can Dismiss the spell. - - **Heightened (+2)** The initial bludgeoning damage increases by 1d6, the initial piercing damage increases by 1d8, and the damage a creature takes for ending its turn grabbed by the vine increases by 1d6 bludgeoning. ---- -# `=this.name` -==attack== | ==plant== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Necrotic Radiation.md b/content/Mechanics/Spells/Spells/Level 4/Necrotic Radiation.md deleted file mode 100644 index dabf52172..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Necrotic Radiation.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Necrotic Radiation -alias: Necrotic Radiation -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: one object or one 10-foot-square area -source: "Pathfinder #154: Siege of the Dinosaurs" -duration: 24 hours -save: reflex -basic: false -traits: - - uncommon - - negative - - necromancy -components: - - material - - somatic -description: > - You imbue the touched object or space with slow-acting necrotic radiation. If you cast the spell on an object, any creature ending its turn holding or carrying the object takes 2d6 negative damage. If you cast the spell on an area, any creature ending its turn in the area takes 2d6 negative damage. You can attempt to use this spell on an attended object by touching the object. If you do, the creature attempts a Reflex save to reduce the effect. - - **Critical Success** The object is unaffected. - **Success** The creature pulls the object away quickly. The spell only lasts 1 minute. - **Failure** The creature manages to slightly protect the object. The spell lasts 10 minutes. - **Critical Failure** The spell lasts the full 24 hours. - - **Heightened (+2)** Increase the radiation's negative damage by 1d6 ---- -# `=this.name` -==uncommon== | ==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Nightmare.md b/content/Mechanics/Spells/Spells/Level 4/Nightmare.md deleted file mode 100644 index 72161ad94..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Nightmare.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Nightmare -alias: Nightmare -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: illusion -type: save -traditions: [arcane, occult] -deities: Lamashtu, Nyarlathotep (Haunter in the Dark) -time: 10 minutes -pf2etime: "" -range: planetary -target: 1 creature you know by name -source: "Pathfinder Core Rulebook" -duration: 1 day -save: will -basic: false -traits: - - common - - mental - - illusion -components: - - material - - somatic - - verbal -description: > - 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. - - **Critical Success** The target suffers no adverse effects and is temporarily immune for 1 week. - **Success** The target experiences the nightmares but suffers no adverse effects other than unpleasant memories. - **Failure** The target experiences the nightmares and awakens [[Fatigued]]. - **Critical Failure** The target experiences the nightmares, awakens Fatigued, and is [[Drained]] 2 until it is no longer Fatigued. ---- -# `=this.name` -==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Ocular Overload.md b/content/Mechanics/Spells/Spells/Level 4/Ocular Overload.md deleted file mode 100644 index 0337cd547..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Ocular Overload.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Ocular Overload -alias: Ocular Overload -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 4 -school: illusion -type: utility -traditions: [arcane, occult, primal] -time: 10 minutes -pf2etime: "" -source: "Pathfinder Secrets of Magic" -duration: 24 hours -traits: - - common - - contingency - - incapacitation - - visual - - illusion -components: - - material - - somatic - - verbal -description: > - Just as a creature is about to attack you, you assault them with jarring illusions, completely surrounding their eyes with blinding flashes of motion and color. When the spell is complete, you gain the Overload Vision reaction; once you use the reaction, the spell ends. - - **Overload Vision | reaction | [[concentrate]]) | Trigger** A creature within 60 feet would make an attack roll against you; **Effects** The triggering creature must attempt a Fortitude save. - ---- -# `=this.name` -==contingency== | ==incapacitation== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Outcast's Curse.md b/content/Mechanics/Spells/Spells/Level 4/Outcast's Curse.md deleted file mode 100644 index 8128d501e..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Outcast's Curse.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Outcast's Curse -alias: Outcast's Curse -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: enchantment -type: save -traditions: [arcane, divine, occult] -bloodline: hag -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -save: will -basic: false -traits: - - common - - curse - - mental - - misfortune - - enchantment -components: - - somatic - - verbal -description: > - You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save. - - **Critical Success** The target is unaffected. - **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]]). - **Failure** As success, but the effect is permanent. - **Critical Failure** As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse. ---- -# `=this.name` -==curse== | ==mental== | ==misfortune== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Painful Vibrations.md b/content/Mechanics/Spells/Spells/Level 4/Painful Vibrations.md deleted file mode 100644 index eb32034e7..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Painful Vibrations.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Painful Vibrations -alias: Painful Vibrations -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: evocation -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 100 feet -target: 1 living creature -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: false -traits: - - common - - sonic - - evocation -components: - - somatic - - verbal -description: > - You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. The creature takes 8d6 sonic damage and must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target takes half damage. - **Failure** The target takes full damage, is [[Sickened]] 1, and is [[Deafened]] for 1 round. - **Critical Failure** The target takes double damage, is [[Sickened]] 2, and is deafened for 1 minute. - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==sonic== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Pernicious Poltergeist.md b/content/Mechanics/Spells/Spells/Level 4/Pernicious Poltergeist.md deleted file mode 100644 index 062fc6cb5..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Pernicious Poltergeist.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Pernicious Poltergeist -alias: Pernicious Poltergeist -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 10-foot burst -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist is a manifestation and is not truly present, it can't be attacked or hurt; it remains [[Invisible]] unless otherwise stated. When you Cast the Spell, and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects. - - Deathly Assault (negative) The poltergeist focuses on one creature in the area and flies through that creature's space, dealing 4d10 negative damage (basic Fortitude save). - Frighten (emotion, fear, mental) The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Creatures in the area must attempt a will save, becoming [[Frightened]] 2 on a failure. - Telekinetic Storm (force) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take 4d8 force damage (basic Reflex save). - - **Heightened (+2)** The damage of the deathly assault effect increases by 1d10, and the damage of the telekinetic storm effect increases by 1d8. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Petal Storm.md b/content/Mechanics/Spells/Spells/Level 4/Petal Storm.md deleted file mode 100644 index 73b2b1e57..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Petal Storm.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Petal Storm -alias: Petal Storm -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 4 -school: conjuration -type: save -traditions: [primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 15-foot burst -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: reflex -basic: true -traits: - - common - - air - - plant - - conjuration -components: - - somatic - - verbal -description: > - You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-sharp edges of the petals. It takes 2d10 slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground. - - **Heightened (+2)** The damage increases by 1d10{1d10}. ---- -# `=this.name` -==air== | ==plant== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Phantasmal Killer.md b/content/Mechanics/Spells/Spells/Level 4/Phantasmal Killer.md deleted file mode 100644 index 2439325c7..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Phantasmal Killer.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -name: Phantasmal Killer -alias: Phantasmal Killer -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: illusion -type: save -traditions: [arcane, occult] -deities: Achaekek, Kalekot, Norgorber, Pharasma -bloodline: shadow -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 living creature -source: "Pathfinder Core Rulebook" -save: will -basic: false -traits: - - common - - death - - emotion - - fear - - mental - - illusion -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** The target takes 4d6 mental damage and is [[Frightened]] 1. - **Failure** The target takes 8d6 mental damage and is [[Frightened]] 2. - **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. - - **Heightened (+1)** The damage increases by 2d6 on a failure and by 3d6 on a critical failure. ---- -# `=this.name` -==death== | ==emotion== | ==fear== | ==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Phantasmal Protagonist.md b/content/Mechanics/Spells/Spells/Level 4/Phantasmal Protagonist.md deleted file mode 100644 index d6c7e4df6..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Phantasmal Protagonist.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Phantasmal Protagonist -alias: Phantasmal Protagonist -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: illusion -type: utility -traditions: [divine, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Kingmaker" -duration: sustained up to 1 minute -traits: - - rare - - mental - - illusion -components: - - somatic - - verbal -description: > - You create a phantasmal incarnation of a significant character from a novel, historical work, or religious parable. The phantasm is Medium, regardless of the size of the character as it was described in the inspirational work. When you Cast the Spell, decide what theme the protagonist is, choosing from hero, ally, or villain. The protagonist appears in an unoccupied space within range, and the first time each round that you Sustain the Spell, you can direct the protagonist to Stride or take the action granted by its theme. The phantasmal protagonist has a speed of 25 feet and an AC of 22. Its saving throw modifiers, Perception modifier, and skill modifiers are +12. It has 90 HP. - Hero: The protagonist takes the form of a legendary hero. Its thematic action is to attempt a melee Strike, using your spell attack roll to make the attack and inflicting 4d6+6 mental damage on a hit. - Ally: The protagonist takes the form of a recognizable support character. Its thematic action is to grant an adjacent creature 4d4 temporary Hit Points, which last for 1 round. - Villain: The protagonist takes the form of a notorious villain. Its thematic action is to harry and mock an adjacent target. The target must succeed at a Will save or become [[Flat-Footed]] ([[Slowed]] 1 on a critical failure) until the end of your next turn. - - **Heightened (+1)** The protagonist's AC, saving throw modifiers, skill modifiers, and Perception modifier increases by 3, and its HP increase by 30. A heroic protagonist's damage increases by 1d6. An ally protagonist's temporary Hit Points granted increases by 1d4. ---- -# `=this.name` -==rare== | ==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Planar Tether.md b/content/Mechanics/Spells/Spells/Level 4/Planar Tether.md deleted file mode 100644 index 9c631a1c8..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Planar Tether.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Planar Tether -aliases: - - Dimensional Anchor -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: abjuration -type: save -traditions: - - arcane - - divine - - occult -bloodline: psychopomp -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: Pathfinder Core Rulebook -duration: varies -save: will -basic: false -traits: - - common - - abjuration -components: - - somatic - - verbal -description: | - 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. **Critical Success** The target is unaffected. **Success** The effect's duration is 1 minute. **Failure** The effect's duration is 10 minutes. **Critical Failure** The effect's duration is 1 hour. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Procyal Philosophy.md b/content/Mechanics/Spells/Spells/Level 4/Procyal Philosophy.md deleted file mode 100644 index 313a89cba..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Procyal Philosophy.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Procyal Philosophy -alias: Procyal Philosophy -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: enchantment -type: utility -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder #183: Field of Maidens" -duration: 1 minute -traits: - - uncommon - - auditory - - good - - enchantment -components: - - somatic - - verbal -description: > - The racoon-like visage of a sagacious procyal appears, dispensing helpful advice. The image appears floating next to the target. The image is just a floating magical manifestation and doesn't occupy any space. The procyal offers helpful suggestions, preparing to Aid the target as though the procyal had its own reaction. The procyal uses a bonus equal to your spell DC - 10 for its rolls to Aid. - On each of your turns, the procyal prepares to Aid its target again. You can use a free action, which has the concentrate trait, to redirect the procyal image to a different creature, changing the target of the spell. Otherwise, the procyal keeps aiding the same creature for the duration of the spell. ---- -# `=this.name` -==uncommon== | ==auditory== | ==good== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Radiant Beam.md b/content/Mechanics/Spells/Spells/Level 4/Radiant Beam.md deleted file mode 100644 index 76e282f8b..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Radiant Beam.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Radiant Beam -alias: Radiant Beam -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 4 -school: evocation -type: save -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 120-foot line -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -save: reflex -basic: true -traits: - - uncommon - - good - - light - - evocation -components: - - somatic - - verbal -description: > - You fire a beam of blinding light from your outstretched hands. The beam deals 5d10 good damage. On a failed saving throw, a creature becomes [[Dazzled]] for 1 round, or dazzled for 4 rounds on a critical failure. - If the light passes through an area of magical darkness or targets a creature affected by magical darkness, radiant beam 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 target. - - **Heightened (+1)** The damage increases by 1d10. ---- -# `=this.name` -==uncommon== | ==good== | ==light== | ==evocation== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Radiant Heart of Devotion.md b/content/Mechanics/Spells/Spells/Level 4/Radiant Heart of Devotion.md deleted file mode 100644 index c3e7c44ae..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Radiant Heart of Devotion.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Radiant Heart of Devotion -alias: Radiant Heart of Devotion -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 4 -school: conjuration -type: save -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 20-foot emanation -source: "Pathfinder #183: Field of Maidens" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - uncommon - - light - - conjuration -components: - - somatic - - verbal -description: > - You speak a fervent prayer for the heavens to assist you and your righteous allies. Your heart begins to glow with a radiance that fills the area with bright light. The spell has the following effects on creatures in the area, based on the creature's alignment on the good-evil axis. - - Good Creatures Good creatures in the emanation gain a +1 status bonus to attack rolls and their Strikes deal an additional 1d6 good damage. - Neutral Creatures Neutral creatures that begin their turn in the emanation must succeed at a Will save or be [[Dazzled]] for 1 round. - Evil Creatures Evil creatures that begin their turn in the emanation must succeed at a Will save or be [[Blinded]] for 1 round. - - **Heightened (+2)** The additional good damage increases by 1d6. ---- -# `=this.name` -==uncommon== | ==light== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Ravenous Portal.md b/content/Mechanics/Spells/Spells/Level 4/Ravenous Portal.md deleted file mode 100644 index 17182dfc9..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Ravenous Portal.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Ravenous Portal -alias: Ravenous Portal -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: abjuration -type: utility -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -target: 1 door no more than 10 feet tall and 5 feet wide -source: "Pathfinder Secrets of Magic" -duration: 1 hour -traits: - - common - - abjuration -components: - - material - - somatic - - verbal -description: > - You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. When that happens, the door transforms into a [[Mimic]] that can't move and is hostile to all creatures. When Casting the Spell, you designate yourself and up to 10 other creatures of your choice; these creatures don't trigger the ward, and the mimic is helpful to them instead of hostile. No effect can move the mimic unless it's also capable of moving the entire door. Once the door transforms into a mimic, it attacks creatures in its reach for up to 1 minute, and then the spell ends. If the mimic is killed before that time, the spell ends and the door returns to its normal form. - While turned into a mimic, the door can't be opened, unlocked, or bypassed-not even by the designated creatures. It's a creature, not a door, during that time. When the spell ends, the door returns to the state it was in before the ward was triggered. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Reflective Scales.md b/content/Mechanics/Spells/Spells/Level 4/Reflective Scales.md deleted file mode 100644 index 1041fc3ec..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Reflective Scales.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Reflective Scales -alias: Reflective Scales -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 4 -school: abjuration -type: utility -traditions: [arcane, primal] -deities: Abraxas, Nalinivati, Shizuru -bloodline: wyrmblessed -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Lost Omens: Gods & Magic" -duration: 1 minute -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - You grow a set of colored glowing scales or scaled armor that stores energy before releasing it in a final burst. When you cast this spell, choose acid, cold, fire, electricity, or poison damage. You gain resistance 5 against that type of damage. The scales' color depends on the damage type you chose and is usually the color of a type of dragon or other creature associated with that damage type, such as red or gold for fire damage. - The scales store up energy as they protect you. Keep track of how much damage the scales have prevented. As a 2-action activity that has the concentrate and manipulate traits, you can explode your scales outward in a 20-foot radius around you, dealing 1d6 damage of the chosen type to all creatures in the area for every 10 damage the scales have prevented, to a maximum of 10d6 damage (after preventing 100 damage). Once you do so, the spell ends. - - **Heightened (+2)** The resistance increases by 5 and the maximum damage from the scale explosion increases by 5d6. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Remove Curse.md b/content/Mechanics/Spells/Spells/Level 4/Remove Curse.md deleted file mode 100644 index da7d70ffb..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Remove Curse.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Remove Curse -alias: Remove Curse -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: heal -traditions: [divine, occult] -bloodline: phoenix -time: 10 minutes -pf2etime: "" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - healing - - necromancy -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==healing== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Replicate.md b/content/Mechanics/Spells/Spells/Level 4/Replicate.md deleted file mode 100644 index 92d2bd501..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Replicate.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Replicate -alias: Replicate -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: illusion -type: utility -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 60 feet -target: 1 willing or unconscious creature of 8th level or lower -source: "Pathfinder Secrets of Magic" -duration: sustained -traits: - - common - - shadow - - illusion -components: - - material - - somatic - - verbal -description: > - You create an illusory magical double that physically looks and behaves very similarly to the target. This double is limited to moving, Interacting, speaking short sentences, and other similar basic tasks. It is unable to cast spells, attack, or use any complex skills. - The illusory duplicate is your minion. You can issue new commands to the double as part of Sustaining the Spell. You can command the duplicate telepathically as long as the spell lasts, provided it's within 1 mile of you. You can switch between using your own senses and the duplicate's senses with a single action, which has the concentrate trait. The illusory duplicate has the same statistics as the original creature, except it doesn't have any of the original's item bonuses, and it has one quarter of the original's Hit Points. If the double's Hit Points are reduced to 0, the spell ends. - - **Heightened (+1)** The maximum level of the target increases by 2. ---- -# `=this.name` -==shadow== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Resilient Sphere.md b/content/Mechanics/Spells/Spells/Level 4/Resilient Sphere.md deleted file mode 100644 index 54d925c1a..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Resilient Sphere.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Resilient Sphere -alias: Resilient Sphere -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: abjuration -type: utility -traditions: [arcane, occult] -deities: Grundinnar, Korada, Lymnieris, Ma'at, Qi Zhong, Urban Prosperity, Wards of the Pharaoh -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 Large or smaller creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - force - - abjuration -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The target disrupts the sphere's integrity, causing it to collapse entirely. - **Success** The sphere functions normally but has only 10 Hit Points instead of 40. - **Failure** The sphere has its normal effect. ---- -# `=this.name` -==force== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Rope Trick.md b/content/Mechanics/Spells/Spells/Level 4/Rope Trick.md deleted file mode 100644 index 8abca79df..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Rope Trick.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Rope Trick -alias: Rope Trick -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: conjuration -type: utility -traditions: [arcane, occult] -time: 10 minutes -pf2etime: "" -range: touch -target: 1 touched piece of rope from 5 to 30 feet long -source: "Pathfinder Core Rulebook" -duration: 8 hours -traits: - - uncommon - - extradimensional - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==extradimensional== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Rusting Grasp.md b/content/Mechanics/Spells/Spells/Level 4/Rusting Grasp.md deleted file mode 100644 index 6aeb88d41..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Rusting Grasp.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Rusting Grasp -alias: Rusting Grasp -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 4 -school: transmutation -type: save -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk -source: "Pathfinder Advanced Player's Guide" -save: fortitude -basic: true -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as adamantine and orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell. - All damage from this spell ignores Hardness. If the spell causes persistent damage from rust, a creature can attempt to scrape off the rust to assist the target in recovering from the persistent damage (reducing the DC of the flat check to end persistent damage to 10 and granting an immediate flat check). The effect of the spell depends on its target. - - Creature or Hazard A creature or hazard must be made of all or mostly metal to be affected (this includes many mechanical traps). The grasp deals 8d6 damage (basic Fortitude save), plus 2d6 persistent on a failed save. Touching a hazard to affect it with this spell might trigger the hazard, as determined by the GM. - - **Item** The rust deals 2d6 damage, subject to a basic Reflex save by the creature wearing or holding the item; if the item is unattended, it automatically gets a critical failure. On a failed save, the item also takes 1d6 persistent. For an attended item, this persistent damage occurs at the end of the attending creature's turns; if the item was unattended when you Cast the Spell, the damage happens at the end of your turns. - When targeting armor someone is wearing, its Bulk is 1 higher than the listed value, since carrying armor is more cumbersome than wearing it. Thin iron or steel items, such as weapons, have 20 HP and a Broken Threshold of 10, and thicker iron or steel items, such as most suits of armor, have 36 HP and a Broken Threshold of 18. - - **Heightened (+1)** Increase the initial damage to creatures or hazards by 2d6, and increase the maximum Bulk of an item you can target by 1. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Sage's Curse.md b/content/Mechanics/Spells/Spells/Level 4/Sage's Curse.md deleted file mode 100644 index 5633ba60b..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Sage's Curse.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Sage's Curse -alias: Sage's Curse -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: enchantment -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder #164: Hands of the Devil" -duration: varies -save: will -basic: true -traits: - - uncommon - - attack - - curse - - mental - - misfortune - - enchantment -components: - - somatic - - verbal -description: > - You afflict the target with a curse that fills its mind with distracting and hyperspecialized minutiae, causing it to second-guess even simple facts. The target must attempt a Will saving throw. - - **Critical Success** The target is unaffected. - **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting an Arcana, Lore, Occultism, or Society check. If the target succeeds at a check to Recall Knowledge, it gains one piece of true knowledge and one piece of erroneous knowledge, but it has no way of knowing which is which (this has no effect if the target critically succeeds at a check to Recall Knowledge). - **Failure** As success, but the effect is permanent. - **Critical Failure** As failure, and the target treats the outcomes of all checks to Recall Knowledge as one degree of success worse than the result the target rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure). ---- -# `=this.name` -==uncommon== | ==attack== | ==curse== | ==mental== | ==misfortune== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Sanguine Mist.md b/content/Mechanics/Spells/Spells/Level 4/Sanguine Mist.md deleted file mode 100644 index 299f3a881..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Sanguine Mist.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Sanguine Mist -alias: Sanguine Mist -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 10-foot burst -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: true -traits: - - common - - death - - negative - - necromancy -components: - - somatic - - verbal -description: > - You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you Cast the Spell, aside from you, takes 6d6 negative damage with a basic Fortitude save. Creatures in the area are [[Concealed]], and all creatures outside the cloud become concealed to creatures within it. - The first time each round you Sustain this Spell on subsequent turns, living creatures in the area take an additional 2d6 negative damage with another basic Fortitude save. You also gain temporary Hit Points equal to half the damage a single creature took when you Sustained the spell this turn; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute. - - **Heightened (+1)** The initial damage increases by 2d6 and the secondary damage increases by 1d6. ---- -# `=this.name` -==death== | ==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Seal Fate.md b/content/Mechanics/Spells/Spells/Level 4/Seal Fate.md deleted file mode 100644 index 525bfd4a8..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Seal Fate.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Seal Fate -alias: Seal Fate -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: attack -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 living creature -source: "Pathfinder Advanced Player's Guide" -save: fortitude -basic: false -traits: - - common - - curse - - death - - necromancy -components: - - somatic - - verbal -description: > - You utter a curse that a creature will meet a certain end-a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludgeoning, cold, electricity, fire, negative, piercing, slashing, or sonic. The effect is based on the target's Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target gains weakness 2 to the chosen damage type until the end of your next turn. - **Failure** As success, but the duration is 1 minute. If the creature is reduced to 0 HP by the chosen damage and its level is 7 or less, it dies. - **Critical Failure** As failure, but the duration is unlimited. - - **Heightened (+2)** The weakness increases by 1, and the maximum level of creature that can be automatically killed increases by 4. ---- -# `=this.name` -==curse== | ==death== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Shape Stone.md b/content/Mechanics/Spells/Spells/Level 4/Shape Stone.md deleted file mode 100644 index 233773f12..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Shape Stone.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Shape Stone -alias: Shape Stone -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 4 -school: transmutation -type: save -traditions: [arcane, primal] -deities: Ashukharma, Findeladlara, Mazludeh -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: cube of stone 10 feet across or smaller -source: "Pathfinder Core Rulebook" -save: reflex -basic: false -traits: - - common - - earth - - transmutation -components: - - somatic - - verbal -description: > - 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. - - **Success** The creature is unaffected. - **Failure** The creature falls [[Prone]] atop the stone. - **Critical Failure** The creature falls off the stone (if applicable) and lands Prone. ---- -# `=this.name` -==earth== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Soothing Spring.md b/content/Mechanics/Spells/Spells/Level 4/Soothing Spring.md deleted file mode 100644 index 40fd6a005..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Soothing Spring.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Soothing Spring -alias: Soothing Spring -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 4 -school: necromancy -type: heal -traditions: [divine, primal] -spelllist: elemental -time: 1 minute -pf2etime: "" -range: 30 feet -source: "Pathfinder Secrets of Magic" -duration: 1 hour -traits: - - common - - healing - - positive - - water - - necromancy -components: - - material - - somatic - - verbal -description: > - Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You are able to draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains 10d8 Hit Points and feels refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. - The pool is 20 feet on each side, and it's 5 feet deep. It can contain 16 Medium or smaller creatures at a time. A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the structure trait and the same restrictions as magic items that create structures. - - **Heightened (+1)** The healing increases by 2d8. ---- -# `=this.name` -==healing== | ==positive== | ==water== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Speak with Plants.md b/content/Mechanics/Spells/Spells/Level 4/Speak with Plants.md deleted file mode 100644 index 1954faf38..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Speak with Plants.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Speak with Plants -alias: Speak with Plants -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 4 -school: divination -type: utility -traditions: [primal] -deities: Arundhat, Halcamora, Hearth and Harvest, Matravash, Yuelral -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - plant - - divination -components: - - somatic - - verbal -description: > - You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants and fungi 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 or fungus monsters are likely to be terse and evasive, while less intelligent ones often make inane comments. ---- -# `=this.name` -==plant== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Spell Immunity.md b/content/Mechanics/Spells/Spells/Level 4/Spell Immunity.md deleted file mode 100644 index d2310c63d..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Spell Immunity.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Spell Immunity -alias: Spell Immunity -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: abjuration -type: utility -traditions: [arcane, divine, occult] -bloodline: draconic -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Spike Stones.md b/content/Mechanics/Spells/Spells/Level 4/Spike Stones.md deleted file mode 100644 index 57bf19a01..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Spike Stones.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Spike Stones -alias: Spike Stones -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 4 -school: conjuration -type: utility -traditions: [primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 60 feet -area: 20-foot burst -source: "Pathfinder Advanced Player's Guide" -duration: 1 hour -traits: - - common - - earth - - conjuration -components: - - material - - somatic - - verbal -description: > - Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into. - - **Heightened (+1)** Increase the damage by 1. ---- -# `=this.name` -==earth== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Spiritual Anamnesis.md b/content/Mechanics/Spells/Spells/Level 4/Spiritual Anamnesis.md deleted file mode 100644 index 154861837..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Spiritual Anamnesis.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Spiritual Anamnesis -alias: Spiritual Anamnesis -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder #147: Tomorrow Must Burn" -duration: varies -save: will -basic: false -traits: - - uncommon - - mental - - necromancy -components: - - somatic - - verbal -description: > - Memories of a past life that seem incredibly real (and may even be) overwhelm the target's mind. This is especially disorienting for undead and creatures that have lived a previous life (such as celestials, fiends, monitors, and many other extraplanar creatures); if such creatures roll a critical success on their save, they get a success instead, and if they roll a failure, they get a critical failure instead. - - **Critical Success** The creature is unaffected. - **Success** The creature is [[Slowed]] 1 for 1 round. - **Failure** The target is [[Slowed]] 1 for 1 minute and babbles about the visions, possibly providing information about what they saw. - **Critical Failure** As failure, but the target is also [[Stunned]] 3. ---- -# `=this.name` -==uncommon== | ==mental== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Spiritual Attunement.md b/content/Mechanics/Spells/Spells/Level 4/Spiritual Attunement.md deleted file mode 100644 index e65952de6..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Spiritual Attunement.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Spiritual Attunement -alias: Spiritual Attunement -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: abjuration -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - uncommon - - abjuration -components: - - material - - somatic -description: > - You attune yourself to a spiritual plane of the Outer Sphere, connecting your spirit without fully transporting to it. Your Strikes and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your Strikes would gain the good and lawful traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead. - - **Heightened (+2)** The resistance increases by 5. - - The nine main planes of the Outer Sphere are the homes of many deities, celestials, monitors, and fiends. Their names, along with their alignments, are: Heaven (LG), Nirvana (NG), Elysium (CG), Axis (LN), the Boneyard (N), the Maelstrom (CN), Hell (LE), Abaddon (NE), and the Abyss (CE). ---- -# `=this.name` -==uncommon== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Steal Voice.md b/content/Mechanics/Spells/Spells/Level 4/Steal Voice.md deleted file mode 100644 index eceae95c3..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Steal Voice.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Steal Voice -alias: Steal Voice -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder #186: Ghost King's Rage" -save: fortitude -basic: false -traits: - - uncommon - - curse - - incapacitation - - necromancy -components: - - somatic - - verbal -description: > - You steal a creature's voice, rendering them mute. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. A creature that has no voice or can't speak is immune to this spell. - - **Critical Success** The target is unaffected. - **Success** The target becomes voiceless until the end of its next turn. A voiceless creature can't speak, create vocal sounds, or take auditory actions (including supplying verbal or command components). As long as the target is voiceless, whenever you speak, you can choose to have your voice sound like either your voice or the target's voice. - **Failure** As success, but the duration is 1 minute. - **Critical Failure** As success, but the duration is permanent. ---- -# `=this.name` -==uncommon== | ==curse== | ==incapacitation== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Stoneskin.md b/content/Mechanics/Spells/Spells/Level 4/Stoneskin.md deleted file mode 100644 index e3110ea13..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Stoneskin.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Stoneskin -alias: Stoneskin -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 4 -school: abjuration -type: utility -traditions: [arcane, primal] -deities: Arqueros, Dammerich, Imbrex, Irori, Kazutal, Keepers of the Hearth, Sairazul, Soralyon, Trudd -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 20 minutes -traits: - - common - - earth - - abjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (6th)** The resistance increases to 10. - **Heightened (8th)** The resistance increases to 15. - **Heightened (10th)** The resistance increases to 20. ---- -# `=this.name` -==earth== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Suggestion.md b/content/Mechanics/Spells/Spells/Level 4/Suggestion.md deleted file mode 100644 index be3893159..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Suggestion.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Suggestion -alias: Suggestion -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Ardad Lili, Asmodeus, Dispater, Kols, Nyarlathotep (The Crawling Chaos), Pazuzu, The Green Mother -bloodline: diabolic, fey -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: varies -save: will -basic: false -traits: - - common - - incapacitation - - linguistic - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The target is unaffected and knows you tried to control it. - **Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. - **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. - **Critical Failure** As failure, but the base duration is 1 hour. - **Heightened (8th)** You can target up to 10 creatures. ---- -# `=this.name` -==incapacitation== | ==linguistic== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Swarming Wasp Stings.md b/content/Mechanics/Spells/Spells/Level 4/Swarming Wasp Stings.md deleted file mode 100644 index a895247dc..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Swarming Wasp Stings.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Swarming Wasp Stings -alias: Swarming Wasp Stings -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 4 -school: necromancy -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 10-foot burst -source: "Pathfinder #160: Assault on Hunting Lodge Seven" -save: fortitude -basic: false -traits: - - uncommon - - poison - - necromancy -components: - - somatic - - verbal -description: > - You manifest a swarm of disembodied wasp stingers that stab creatures in the area, possibly poisoning them. Creatures in the affected area take 1d6 piercing damage. Each creature that takes piercing damage must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target takes 2d6 poison damage. - **Failure** The target is afflicted with Swarming Wasp Venom at stage 1. - **Critical Failure** The target is afflicted with swarming wasp venom at stage 2. - - **Swarming Wasp Venom (poison) Level 7** - Maximum Duration 6 rounds - Stage 1 2d6 poison damage and [[Clumsy]] 1 (1 round) - Stage 2 3d6 poison damage and [[Clumsy]] 2 (1 round) ---- -# `=this.name` -==uncommon== | ==poison== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Talking Corpse.md b/content/Mechanics/Spells/Spells/Level 4/Talking Corpse.md deleted file mode 100644 index 522aa5f60..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Talking Corpse.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Talking Corpse -alias: Talking Corpse -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: save -traditions: [divine, occult] -bloodline: undead -time: 10 minutes -pf2etime: "" -range: touch -target: 1 corpse -source: "Pathfinder Core Rulebook" -duration: 10 minutes -save: will -basic: false -traits: - - uncommon - - necromancy -components: - - material - - somatic - - verbal -description: > - 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. - **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. - **Success** The target can provide false information or refuse to answer your questions. - **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. - **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. ---- -# `=this.name` -==uncommon== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Telepathy.md b/content/Mechanics/Spells/Spells/Level 4/Telepathy.md deleted file mode 100644 index cde8da3dc..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Telepathy.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Telepathy -alias: Telepathy -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: divination -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - linguistic - - mental - - divination -components: - - somatic - - verbal -description: > - 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. - - **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. ---- -# `=this.name` -==linguistic== | ==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Tortoise and the Hare.md b/content/Mechanics/Spells/Spells/Level 4/Tortoise and the Hare.md deleted file mode 100644 index e7c09c92b..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Tortoise and the Hare.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Tortoise and the Hare -alias: Tortoise and the Hare -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 4 -school: transmutation -type: save -traditions: [occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 foe, and either yourself or 1 ally -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: false -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - You prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and granting it to the other target. The effects depend on the foe's Fortitude save. - - **Critical Success** The targets are unaffected. - **Success** The foe is [[Slowed]] 1 for 1 round, and the other target is unaffected. - **Failure** The foe is slowed 1 for 3 rounds and the other target is [[Quickened]] for 1 round. It can use the extra action to Step, Stride, or Strike. - **Critical Failure** The foe is slowed 1 for 3 minutes and the other target is quickened for 1 minute. It can use the extra action to Step, Stride, or Strike. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Umbral Graft.md b/content/Mechanics/Spells/Spells/Level 4/Umbral Graft.md deleted file mode 100644 index 1d1b89ab5..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Umbral Graft.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Umbral Graft -alias: Umbral Graft -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: illusion -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 3 rounds -traits: - - common - - shadow - - illusion -components: - - somatic - - verbal -description: > - You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the Steal action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to Steal as part of Casting umbral graft. If you succeed at your check to Steal a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to Steal was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the manipulate trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the shadow trait. - You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell. - As normal, you can Steal only from a target within your reach. Once you've stolen a spell, you can't attempt to Steal more spells, nor can you choose not to take a spell if you succeed at your Thievery check. When you cast umbral graft, any spells you stole with a previous umbral graft end even if their duration hasn't elapsed. If you're affected by both umbral graft and umbral extraction, you make the choice whether to steal a spell slot, an active spell, or an item each time you Steal. ---- -# `=this.name` -==shadow== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Unfettered Movement.md b/content/Mechanics/Spells/Spells/Level 4/Unfettered Movement.md deleted file mode 100644 index 556d48ff0..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Unfettered Movement.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Freedom of Movement -alias: Freedom of Movement -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 4 -school: abjuration -type: utility -traditions: [arcane, divine, primal] -bloodline: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature touched -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Vampiric Maiden.md b/content/Mechanics/Spells/Spells/Level 4/Vampiric Maiden.md deleted file mode 100644 index a0bcc1c08..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Vampiric Maiden.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Vampiric Maiden -alias: Vampiric Maiden -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 4 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Advanced Player's Guide" -save: fortitude -basic: false -traits: - - common - - negative - - necromancy -components: - - somatic - - verbal -description: > - A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals 4d4 piercing damage and 4d4 negative damage, and the target must attempt a Fortitude save. You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like). You lose any remaining temporary HP after 1 minute. - - **Critical Success** The target is unaffected. - **Success** The target takes half damage. - **Failure** The target is briefly trapped within the vampiric maiden. The target takes full damage and is [[Immobilized]] by the iron maiden for 1 round or until it uses an Interact action to extricate itself, whichever comes first. - **Critical Failure** The target takes double damage and is Immobilized by the vampiric maiden for 1 round or until it Escapes(the DC is your spell DC), whichever comes first. - - **Heightened (+1)** The piercing and negative damage increase by 1d4 each. ---- -# `=this.name` -==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Variable Gravity.md b/content/Mechanics/Spells/Spells/Level 4/Variable Gravity.md deleted file mode 100644 index 3eb77e79d..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Variable Gravity.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Variable Gravity -alias: Variable Gravity -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: transmutation -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 5 minutes -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the concentrate trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation. - - **Low Gravity** You can jump double the normal distance when you Long Jump or Leap, though still to a maximum of your Speed. When you High Jump, you can use the calculation for a Long Jump but don't double the distance. Rather than the normal calculation for falling damage, when you fall, you take no damage for the first 10 feet and then take bludgeoning damage equal to a quarter of the remaining distance you fell. Abilities that adjust how much falling damage you take still apply. - **High Gravity** You become encumbered. You gain a +2 status bonus to your saving throws and DCs to resist forced movement and attempts to knock you [[Prone]]. You reduce the distance forced movement moves you by half or 10 feet, whichever is more. You can only jump half as high and far. Rather than the normal calculation for falling damage, you take bludgeoning damage equal to the distance you fall. Abilities that adjust how much falling damage you take still apply. - - **Heightened (6th)** The duration increases to 1 hour ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Veil.md b/content/Mechanics/Spells/Spells/Level 4/Veil.md deleted file mode 100644 index 64c8d66c7..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Veil.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Veil -alias: Veil -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Sivanah, Winlas -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: up to 10 creatures -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - visual - - illusion -components: - - somatic - - verbal -description: > - 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. - - **Heightened (5th)** The spell also disguises the targets' voices and scents; it gains the auditory and olfactory traits. - **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 and olfactory traits. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Vision of Beauty.md b/content/Mechanics/Spells/Spells/Level 4/Vision of Beauty.md deleted file mode 100644 index 03b64b7f7..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Vision of Beauty.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Vision of Beauty -alias: Vision of Beauty -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: illusion -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder Kingmaker" -duration: varies -save: will -basic: false -traits: - - rare - - emotion - - incapacitation - - mental - - illusion -components: - - somatic - - verbal -description: > - You create a phantasmal image of the most beautiful creature imaginable to the target at a location somewhere within the spell's range. Only the spell's target can see the beauty, though you can see the vague shape of the illusion as it manifests. The effect of the vision is based on the outcome of the target's Will save. - - **Critical Success** The target is unaffected. - **Success** The target is intrigued by the vision, becoming [[Stupefied]] 1 for 1 round. - **Failure** The target is entranced by the vision, becoming stupefied 1 for 1 round and moving toward the image's location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way. The target is then [[Fascinated]] by the illusion for 1 round. - **Critical Failure** As failure, except the target is [[Stupefied]] 2 and becomes fascinated by the illusion for 1 minute instead of 1 round. - - **Heightened (+2)** You can target an additional creature in range. ---- -# `=this.name` -==rare== | ==emotion== | ==incapacitation== | ==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Vital Beacon.md b/content/Mechanics/Spells/Spells/Level 4/Vital Beacon.md deleted file mode 100644 index 6639766a1..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Vital Beacon.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Vital Beacon -alias: Vital Beacon -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 4 -school: necromancy -type: heal -traditions: [divine, primal] -bloodline: nymph -time: 1 minute -pf2etime: "" -source: "Pathfinder Core Rulebook" -duration: until your next daily preparations -traits: - - common - - healing - - positive - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **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. ---- -# `=this.name` -==healing== | ==positive== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Wall of Fire.md b/content/Mechanics/Spells/Spells/Level 4/Wall of Fire.md deleted file mode 100644 index ee19f3f20..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Wall of Fire.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Wall of Fire -alias: Wall of Fire -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 4 -school: evocation -type: utility -traditions: [arcane, primal] -deities: Sarenrae, Sekhmet, Walkena, Ymeri -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - fire - - evocation -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** The fire damage increases by 1d6. ---- -# `=this.name` -==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Weapon Storm.md b/content/Mechanics/Spells/Spells/Level 4/Weapon Storm.md deleted file mode 100644 index 4c7be39dd..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Weapon Storm.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Weapon Storm -alias: Weapon Storm -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 4 -school: evocation -type: save -traditions: [arcane, primal] -deities: Diomazul, Gorum, Raumya, Skode, Szuriel -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -save: reflex -basic: false -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a 30-foot cone or an 10-foot 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. - - **Critical Success** The creature is unaffected. - **Success** The target takes half damage. - **Failure** The target takes full damage. - **Critical Failure** The target takes double damage and is subject to the weapon's critical specialization effect. - - **Heightened (+1)** Add another damage die. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Web of Influence.md b/content/Mechanics/Spells/Spells/Level 4/Web of Influence.md deleted file mode 100644 index 183f667dd..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Web of Influence.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -name: Web of Influence -alias: Web of Influence -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/divination - - pf2e/spelltype/utility -level: 4 -school: divination -type: utility -traditions: [] -time: 10 minutes -pf2etime: "" -range: touch -target: 1 creature -source: "Pathfinder #182: Graveclaw" -traits: - - uncommon - - detection - - divination -components: -description: > - You learn the location of the nearest creature to whom the target is connected in a magical manner. A creature sustaining a spell on the target is connected to it for the purposes of this spell, as are any creatures who are targets of a spell effect currently affecting the target (such as all the targets of a [[Veil]] spell), members of a coven, and creatures that are magically bonded to the target (such as with the [[Heartbond]] ritual). The GM is the final arbiter of whether a creature is magically connected to the target. If you already know individuals who are magically connected to the target, you can exclude them from the spell. - This spell doesn't tell you anything about the nearest magically connected creature other than its current distance and direction. If the nearest creature is on a different plane the spell indicates this but doesn't reveal which plane. ---- -# `=this.name` -==uncommon== | ==detection== | ==divination== - -*Source* `=this.source` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Winning Streak.md b/content/Mechanics/Spells/Spells/Level 4/Winning Streak.md deleted file mode 100644 index a7c093d76..000000000 --- a/content/Mechanics/Spells/Spells/Level 4/Winning Streak.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Winning Streak -alias: Winning Streak -tags: - - pf2e/spell - - pf2e/spell/level_4 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 4 -school: divination -type: utility -traditions: [arcane, occult] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: 20 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -duration: 1 round (see text) -traits: - - common - - divination -components: - - verbal -description: > - The target is energized by its good fortune as it spreads to others-as long as they keep winning. It gains the [[Quickened]] condition for 1 round. If the target or one of their allies within 20 feet gets a critical success on an attack roll against a significant foe, whoever got the critical success becomes quickened if they weren't already, and the duration of the winning streak is extended by another round. Creatures quickened by the spell can use the extra action to Strike, Step, or Stride. If a full round passes without the target or one their allies critically succeeding on an attack roll against a significant foe, the winning streak breaks and the spell ends. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Aberrant Form.md b/content/Mechanics/Spells/Spells/Level 5/Aberrant Form.md deleted file mode 100644 index bb797374e..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Aberrant Form.md +++ /dev/null @@ -1,68 +0,0 @@ ---- -name: Aberrant Form -alias: Aberrant Form -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 5 -school: transmutation -type: utility -traditions: [occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the aberration trait. You can Dismiss the spell. - You gain the following statistics and abilities regardless of which battle form you choose: - - AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. - 13 temporary Hit Points. - Darkvision. - 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 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. - Athletics modifier of +20, unless your own modifier is higher. - - You also gain specific abilities based on the type of aberration you choose: - - **Chuul** - Speed 30 feet, swim 25 feet; - Melee 1 claw ([[reach]] 10 feet), Damage 2d8+8 bludgeoning, and you can spend an action after a hit to Grab the target. - - **Gogiteth** - Speed 40 feet, climb 30 feet; - Melee 1 jaws, Damage 2d10+8 piercing, and you can spend an action after a hit to Grab the target; - Melee 1 leg ([[agile]], [[reach]] 10 feet), Damage 2d6+8 piercing. - - **Gug** - Speed 40 feet, climb 20 feet; - Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 2d8+8 slashing; - your multiple joints allow you to fit through tight spaces as if you were a Medium creature. - - **Otyugh** - +2 circumstance bonus on saves against disease; - Speed 20 feet; - Melee 1 jaws, Damage 3d6+8 piercing; - Melee 1 tentacle ([[agile]], [[reach]] 10 feet), Damage 2d6+8 bludgeoning. - - **Heightened (6th)** Your battle form is Huge, and the reach of your attacks increases by 5 feet. You must have space to expand, or the spell is lost. You instead gain AC = 21 + your level, 26 temporary HP, attack modifier +22, damage bonus +13, and Athletics +23. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Abyssal Plague.md b/content/Mechanics/Spells/Spells/Level 5/Abyssal Plague.md deleted file mode 100644 index 8c7544ba9..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Abyssal Plague.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -name: Abyssal Plague -alias: Abyssal Plague -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: necromancy -type: save -traditions: [divine, occult] -bloodline: demonic -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - chaotic - - disease - - evil - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **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. - **Failure** The target is afflicted with Abyssal plague at stage 1. - **Critical Failure** The target is afflicted with Abyssal plague at stage 2. - - **Abyssal Plague (disease) Level 9** - The target can't recover from the drained condition from Abyssal plague until the disease is cured - Stage 1 [[Drained]] 1 (1 day) - Stage 2 [[Drained]] increases by 2 (1 day). ---- -# `=this.name` -==chaotic== | ==disease== | ==evil== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Bandit's Doom.md b/content/Mechanics/Spells/Spells/Level 5/Bandit's Doom.md deleted file mode 100644 index ff0939e69..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Bandit's Doom.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Bandit's Doom -alias: Bandit's Doom -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: abjuration -type: save -traditions: [arcane, divine, occult] -time: 30 minutes -pf2etime: "" -target: 1 item of 2 Bulk or less -source: "Pathfinder Secrets of Magic" -duration: 1 month -save: will -basic: false -traits: - - common - - curse - - abjuration -components: - - material - - somatic - - verbal -description: > - You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes 8d8 mental damage and is doomed, depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage and is [[Doomed]] 1. - **Failure** The creature takes full damage and is [[Doomed]] 2. - **Critical Failure** The creature takes double damage and is [[Doomed]] 3. - - **Heightened (+2)** The damage increases by 2d8. ---- -# `=this.name` -==curse== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Banishment.md b/content/Mechanics/Spells/Spells/Level 5/Banishment.md deleted file mode 100644 index b6eb98ed0..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Banishment.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Banishment -alias: Banishment -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 5 -school: abjuration -type: save -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature that isn't on its home plane -source: "Pathfinder Core Rulebook" -save: will -basic: false -traits: - - common - - incapacitation - - abjuration -components: - - somatic - - verbal -description: > - 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 material component pouch. This spell fails if you aren't on your home plane when you cast it. - - **Critical Success** The target resists being banished and you are [[Stunned]] 1. - **Success** The target resists being banished. - **Failure** The target is banished. - **Critical Failure** The target is banished and can't return by any means to the plane it's banished from for 1 week. - - **Heightened (9th)** You can target up to 10 creatures. The extra material component affects targets to which it is anathema. ---- -# `=this.name` -==incapacitation== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Black Tentacles.md b/content/Mechanics/Spells/Spells/Level 5/Black Tentacles.md deleted file mode 100644 index faeb9a3a3..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Black Tentacles.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Black Tentacles -alias: Black Tentacles -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: conjuration -type: attack -traditions: [arcane, occult] -deities: Abraxas, Gogunta, Yog-Sothoth -bloodline: aberrant -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - Area 20-foot burst adjacent to a flat surface - - Oily black tentacles rise up and attempt to capture creatures in the area. Make spell attack rolls against the Fortitude DC of each creature in the area. 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. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Blazing Fissure.md b/content/Mechanics/Spells/Spells/Level 5/Blazing Fissure.md deleted file mode 100644 index 7c947a976..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Blazing Fissure.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Blazing Fissure -alias: Blazing Fissure -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 120-foot line -source: "Pathfinder Secrets of Magic" -save: reflex -basic: false -traits: - - common - - earth - - fire - - evocation -components: - - somatic - - verbal -description: > - A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes 4d6 bludgeoning damage and 6d6 fire damage with a Reflex save. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage, and it falls [[Prone]]. - **Critical Failure** The target takes double damage, and it falls prone. - - **Heightened (+1)** The damage increases by 1d6 bludgeoning and 1d6 fire ---- -# `=this.name` -==earth== | ==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Blessing of Defiance.md b/content/Mechanics/Spells/Spells/Level 5/Blessing of Defiance.md deleted file mode 100644 index ddee5b282..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Blessing of Defiance.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Blessing of Defiance -alias: Blessing of Defiance -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 5 -school: abjuration -type: utility -traditions: [divine, primal] -time: 1 to 3 -pf2etime: "" -range: 30 feet -target: varies -source: "Pathfinder Secrets of Magic" -duration: 1 round -traits: - - common - - abjuration -components: -description: > - Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or Will. The target gets a +4 status bonus to that saving throw for 1 round. The potency and number of targets of this blessing depend on how many actions you spend when Casting the Spell. - - 1 (somatic) The spell targets you or one willing ally within range. - 2 (verbal) The spell targets you or one willing ally within range. If you choose Fortitude, the target gains resistance 15 to poison. If you choose Reflex, the target gains a +15-foot status bonus to its Speeds. If you choose Will, the target gains resistance 15 to mental damage. - 3 (verbal) The spell targets you and all willing allies within 30 feet. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Blind Eye.md b/content/Mechanics/Spells/Spells/Level 5/Blind Eye.md deleted file mode 100644 index 3afb931a4..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Blind Eye.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Blind Eye -alias: Blind Eye -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: illusion -type: utility -traditions: [arcane, occult] -time: 1 minute -pf2etime: "" -range: touch -target: 1 object -source: "Pathfinder #182: Graveclaw" -duration: until the next time you make your daily preparations -traits: - - uncommon - - illusion -components: - - material - - somatic - - verbal -description: > - You enchant a single object, preventing it from being used for magical observation. If you cast this spell on a non-magical item used to cast scrying spells, such as a spell component pouch or a spell focus, the item can't be used to cast the spell. If you cast blind eye on a magical item that can be activated to scry (such as a Crystal Ball or Hag Eye), the item can't be activated for scrying effects. Magical items that are twice blind eye's spell level or more aren't blocked this way. ---- -# `=this.name` -==uncommon== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Blink Charge.md b/content/Mechanics/Spells/Spells/Level 5/Blink Charge.md deleted file mode 100644 index a23635175..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Blink Charge.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Blink Charge -alias: Blink Charge -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: conjuration -type: utility -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -traits: - - common - - force - - teleportation - - conjuration -components: - - somatic - - verbal -description: > - You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within range, then make a Strike against the creature with a weapon you're wielding. The Strike deals damage, plus an extra 2d8 force damage, depending on the result of your Strike. - - **Critical Success** Double damage, plus after the Strike, you can teleport the target into an empty space up to 5 feet away from its current position. The new space must be on the ground if it started on the ground, in the air if it was flying, and so on. - **Success** The Strike deals full damage. - **Failure** The Strike deals no damage, but the target takes 1d8 force damage. - **Critical Failure** The Strike deals no damage, and you take 1d8 force damage. - - **Heightened (+2)** The spell's range increases by 60 feet, and any force damage the spell deals is increased by 1d8 force. ---- -# `=this.name` -==force== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Blister.md b/content/Mechanics/Spells/Spells/Level 5/Blister.md deleted file mode 100644 index 8b9a27f73..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Blister.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Blister -alias: Blister -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 5 -school: necromancy -type: save -traditions: [arcane, occult, primal] -deities: Fandarra -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder Advanced Player's Guide" -duration: 1 minute -save: fortitude -basic: false -traits: - - common - - necromancy -components: - - somatic - - verbal -description: > - You point at a target in range, and its skin grows searing blisters filled with caustic fluid. The target must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target grows one blister. You can spend a single action, which has the concentrate trait, to pop a blister. The target and each creature in a 15-foot cone originating from the target takes 7d6 acid damage (basic Fortitude save). You choose the direction of the cone, which can't include the target. When no blisters are left, the spell ends. - **Failure** As success, but the target grows two blisters. - **Critical Failure** As success, but the target grows four blisters. - - **Heightened (+1)** The damage of a popped blister increases by 1d6 acid damage. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Blood Feast.md b/content/Mechanics/Spells/Spells/Level 5/Blood Feast.md deleted file mode 100644 index e4962d84f..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Blood Feast.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Blood Feast -alias: Blood Feast -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: necromancy -type: attack -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder #154: Siege of the Dinosaurs" -traits: - - uncommon - - necromancy -components: - - somatic - - verbal -description: > - Your head splits vertically into an enormous maw, which feasts upon the target's blood, dealing 12d6 piercing damage, depending on your spell attack roll. After the spell, your head sews back together as if it had never split apart. You gain temporary Hit Points for 1 minute equal to half the piercing damage the target takes. - If you are a gug, increase the piercing damage by 2d6 and increase the [[Persistent Bleed Damage]] you deal on a critical hit by 1d8. This spell doesn't alter a gug's appearance. - - **Critical Success** The creature takes double damage and 1d8 persistent Bleed damage. - **Success** The creature takes full damage. - **Failure** You miss and the creature takes no damage. - - **Heightened (+1)** The piercing damage increases by 2d6, and the [[Persistent Bleed Damage]] on a critical increases by 1. ---- -# `=this.name` -==uncommon== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Chameleon Coat.md b/content/Mechanics/Spells/Spells/Level 5/Chameleon Coat.md deleted file mode 100644 index 754d11803..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Chameleon Coat.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Chameleon Coat -alias: Chameleon Coat -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 5 -school: illusion -type: utility -traditions: [primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 15 feet -target: up to 8 creatures -source: "Pathfinder Advanced Player's Guide" -duration: 10 minutes -traits: - - common - - illusion -components: - - material - - somatic - - verbal -description: > - You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to Stealth checks to Hide. The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature. - - **Heightened (6th)** If a creature affected by this spell rolls a critical failure on its Stealth check to Sneak within 30 feet of a creature that would spot it, it instead only fails its check, as the spell mildly hypnotizes the spotter. - **Heightened (8th)** As 6th level, and the status bonus is +4. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Chromatic Wall.md b/content/Mechanics/Spells/Spells/Level 5/Chromatic Wall.md deleted file mode 100644 index cc390fd98..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Chromatic Wall.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -name: Chromatic Wall -alias: Chromatic Wall -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: abjuration -type: utility -traditions: [arcane, occult] -deities: Lady Jingxi, Pulura -bloodline: draconic -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - abjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **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, sonic 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. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Cloak of Colors.md b/content/Mechanics/Spells/Spells/Level 5/Cloak of Colors.md deleted file mode 100644 index c4b59f9a9..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Cloak of Colors.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Cloak of Colors -alias: Cloak of Colors -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Chaldira, Falayna, Sturovenen -bloodline: fey, wyrmblessed -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - visual - - illusion -components: - - somatic - - verbal -description: > - 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. - - **Success** The attacker is unaffected. - **Failure** The attacker is [[Blinded]] for 1 round. - **Critical Failure** The attacker is [[Stunned]] for 1 round. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Crushing Despair.md b/content/Mechanics/Spells/Spells/Level 5/Crushing Despair.md deleted file mode 100644 index 4613aa760..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Crushing Despair.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Crushing Despair -alias: Crushing Despair -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Ahriman, Charon, Groetus, Naderi, Sifkesh, The Lost Prince -bloodline: diabolic, nymph -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot cone -source: "Pathfinder Core Rulebook" -duration: 1 or more rounds -save: will -basic: false -traits: - - common - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - You inflict despair on creatures in the area. The effects for each creature are determined by its Will save. - - **Critical Success** The creature is unaffected. - **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. - **Failure** As success, but the duration is 1 minute. - **Critical Failure** As failure, and the creature is automatically [[Slowed]] 1 for 1 minute. - - **Heightened (7th)** The area increases to a 60-foot cone. ---- -# `=this.name` -==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Dreaming Potential.md b/content/Mechanics/Spells/Spells/Level 5/Dreaming Potential.md deleted file mode 100644 index f8b5e8c40..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Dreaming Potential.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Dreaming Potential -alias: Dreaming Potential -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 5 -school: enchantment -type: utility -traditions: [occult] -deities: Arshea, Desna, Saloc, Shei, Tlehar -time: 10 minutes -pf2etime: "" -range: touch -target: 1 willing sleeping creature -source: "Pathfinder Core Rulebook" -duration: 8 hours -traits: - - common - - mental - - enchantment -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Drop Dead.md b/content/Mechanics/Spells/Spells/Level 5/Drop Dead.md deleted file mode 100644 index 1f95c0fd3..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Drop Dead.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Drop Dead -alias: Drop Dead -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine -level: 5 -school: illusion -type: utility -traditions: [arcane, divine] -deities: Naderi -time: reaction -pf2etime: "*⬲{ .Pathfinder }*" -trigger: A creature within range is hit by an attack from an enemy -range: 120 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - uncommon - - visual - - illusion -components: - - somatic -description: > - 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. - - **Heightened (7th)** The spell doesn't end if the target uses hostile actions. ---- -# `=this.name` -==uncommon== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Ectoplasmic Expulsion.md b/content/Mechanics/Spells/Spells/Level 5/Ectoplasmic Expulsion.md deleted file mode 100644 index 517ee16fb..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Ectoplasmic Expulsion.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Ectoplasmic Expulsion -alias: Ectoplasmic Expulsion -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 5 -school: necromancy -type: utility -traditions: [occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder #165: Eyes of Empty Death" -traits: - - uncommon - - mental - - necromancy -components: - - material - - somatic - - verbal -description: > - You call upon tendrils of ephemeral ectoplasm to pass through the target and carry away a harmful psychic affliction. You immediately attempt to counteract a single effect on the target with the emotion or possession trait, or an effect giving the target the [[Controlled]] or [[Fascinated]] condition. If you fail to counteract the effect, you nevertheless set up a resonance that allows the target to more ably escape the effect on its own; for the next hour, the target gains a +2 status bonus to Will saves to shrug off the effect you failed to counteract (such as Will saves to shake off control by the [[Possession]] spell). ---- -# `=this.name` -==uncommon== | ==mental== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Elemental Form.md b/content/Mechanics/Spells/Spells/Level 5/Elemental Form.md deleted file mode 100644 index 2449882e6..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Elemental Form.md +++ /dev/null @@ -1,71 +0,0 @@ ---- -name: Elemental Form -alias: Elemental Form -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: transmutation -type: utility -traditions: [arcane, primal] -bloodline: elemental -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. - You gain the following statistics and abilities regardless of which battle form you choose: - - AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. - 10 temporary Hit Points. - Darkvision. - One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. - Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher. - - You also gain specific abilities based on the type of elemental you choose: - - **Air** - Fly Speed 80 feet, movement doesn't trigger reactions; - Melee 1 gust, Damage 1d4 bludgeoning. - - **Earth** - Speed 20 feet, burrow Speed 20 feet; - Melee 1 fist, Damage 2d10 bludgeoning. - - **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 damage. - - **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. - - **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. - **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. - ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Etheric Shards.md b/content/Mechanics/Spells/Spells/Level 5/Etheric Shards.md deleted file mode 100644 index 2be61f4f4..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Etheric Shards.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Etheric Shards -alias: Etheric Shards -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: evocation -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 20-foot burst -source: "Pathfinder Dark Archive" -duration: 1 minute -save: reflex -basic: true -traits: - - common - - force - - evocation -components: - - somatic - - verbal -description: > - You reach out and sow glittering splinters of force throughout the area, otherworldly caltrops of will and ectoplasm. The area is difficult terrain, even to flying or incorporeal creatures. Any creature that moves through the area takes 1d4 piercing damage per square traversed, with a basic Reflex save made at the end of each move action they take through the area. - - **Heightened (+2)** The spell's area increases by 5 feet, and the piercing damage increases by 1. ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/False Vision.md b/content/Mechanics/Spells/Spells/Level 5/False Vision.md deleted file mode 100644 index 9947ae4db..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/False Vision.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: False Vision -alias: False Vision -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: illusion -type: utility -traditions: [arcane, occult] -time: 10 minutes -pf2etime: "" -range: touch -area: 100-foot burst -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - uncommon - - illusion -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Flame Strike.md b/content/Mechanics/Spells/Spells/Level 5/Flame Strike.md deleted file mode 100644 index eb2280859..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Flame Strike.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Flame Strike -alias: Flame Strike -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine -level: 5 -school: evocation -type: save -traditions: [divine] -bloodline: angelic -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 10-foot burst -source: "Pathfinder Core Rulebook" -save: reflex -basic: true -traits: - - common - - fire - - evocation -components: - - somatic - - verbal -description: > - Area: 10-foot radius, 40-foot-tall cylinder - - 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. - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Flammable Fumes.md b/content/Mechanics/Spells/Spells/Level 5/Flammable Fumes.md deleted file mode 100644 index 2618430ea..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Flammable Fumes.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Flammable Fumes -alias: Flammable Fumes -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: conjuration -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - poison - - conjuration -components: - - material - - somatic - - verbal -description: > - Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. The gases are invisible, requiring a successful Perception check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes 2d6 poison damage. A creature can take the poison damage from flammable fumes only once per round. - One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a fire effect, the cloud detonates in a massive blaze that deals 10d6 fire damage to all creatures within it, and the spell ends. - - **Heightened (+2)** The poison damage increases by 1d6 and the fire damage on an explosion increases by 2d6. ---- -# `=this.name` -==poison== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Flowing Strike.md b/content/Mechanics/Spells/Spells/Level 5/Flowing Strike.md deleted file mode 100644 index c8a397f77..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Flowing Strike.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Flowing Strike -alias: Flowing Strike -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: evocation -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -traits: - - common - - water - - evocation -components: - - material - - somatic - - verbal -description: > - A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. You Stride up to 50 feet. This movement doesn't trigger reactions. You can make a Strike at any point during your Stride. If your Strike hits, the wave flows after you to batter the target of your Strike as well, dealing 2d10 bludgeoning damage and pushing it 10 feet in a direction of your choice. ---- -# `=this.name` -==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Forceful Hand.md b/content/Mechanics/Spells/Spells/Level 5/Forceful Hand.md deleted file mode 100644 index b19c679b9..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Forceful Hand.md +++ /dev/null @@ -1,62 +0,0 @@ ---- -name: Forceful Hand -alias: Forceful Hand -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: evocation -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -traits: - - common - - force - - evocation -components: - - somatic - - verbal -description: > - A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' attacks. Each time you Sustain the Spell, the hand moves to an unoccupied space of your choice adjacent to you. When you Sustain the Spell, you can have the hand Fly to an unoccupied space of your choice adjacent to an ally to protect that ally instead. The hand's movement does not trigger reactions based on creature movement. - **Success**ful attacks against the hand damage it, and damaging effects that can target a creature can target the hand. The hand has an AC of 25, 50 Hit Points, and can't recover HP by any means. A hit by a disintegrate spell or similar effect destroys the hand. - The hand's actions and the cover it provides depend on what actions you take during your turn. At the end of your turn, what the hand does is determined by the first entry on this list that matches a trait from any of the actions you used on your turn. For instance, if you Step, Stride, and Sustain the Spell, you use the entry for move actions, so the hand provides standard cover. - - Manipulate or Attack The hand interposes between you and your foes. It provides lesser cover (+1 circumstance bonus to AC) against all attacks that pass through the hand's square. - Move The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square. - Concentrate The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square. - - **Heightened (6th)** The hand has AC 27 and 60 Hit Points. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Swat. - - Swat The hand Flies to an enemy of your choice within range and attempts to Push that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Push. - - **Heightened (7th)** The hand has AC 30 and 70 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp or Swat. - - Grasp The hand Flies to an enemy of your choice within range and attempts to Grapple that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Grapple. - - **Heightened (8th)** The hand has AC 32 and 80 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp, Punch, or Swat. - - Punch The hand Flies to an enemy of your choice within range and attempts to Strike that enemy with crushing force. The hand's Strikes use your melee spell attack modifiers and deal 7d8 force damage. The hand's Strikes don't use or contribute to your multiple attack penalty. - - **Heightened (9th)** The hand has AC 35 and 90 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Crush, Grasp, Punch, or Swat. - - Crush If the hand doesn't have a target grabbed, it Flies to an enemy of your choice within range and attempts to Strike that enemy with deadly crushing force. The hand's Strikes are melee spell attacks that deal 6d8 force damage. The hand's Strikes don't take or contribute to your multiple attack penalty. On a successful Strike, the target is grabbed by the hand until the end of your next turn, unless the hand moves or the target successfully Escapes against your spell DC. However, if the hand has a target grabbed when it uses Crush, it instead Constricts the target, dealing 6d8 force damage with a basic Fortitude save. ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Geyser.md b/content/Mechanics/Spells/Spells/Level 5/Geyser.md deleted file mode 100644 index 75a77ee99..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Geyser.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Geyser -alias: Geyser -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -area: 10-foot burst -source: "Pathfinder Secrets of Magic" -duration: 1 round -save: reflex -basic: false -traits: - - common - - fire - - water - - evocation -components: - - somatic - - verbal -description: > - Area 10-foot radius, 50-foot-tall cylinder - - A powerful geyser blasts up from the ground, potentially pushing creatures on top of it into the air. The bottom of this spell's area must be on solid ground. Each creature in the area takes 3d6 bludgeoning damage and 4d6 fire damage, with a Reflex save. A creature pushed into the air by the geyser can't be pushed beyond the top of the geyser. After being pushed into the air, a creature falls unless it's flying or has some other means of staying aloft, taking falling damage (normally equal to half the distance it fell). After the geyser erupts, its area is filled with a cloud of steam for 1 round. All creatures in the steam are concealed, and all creatures outside the steam are concealed to creatures within it. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage and isn't pushed into the air. - **Failure** The creature takes full damage and is pushed 20 feet into the air. (10 bludgeoning damage) - **Critical Failure** The creature takes double damage and is pushed 40 feet into the air. (20 bludgeoning damage) - - **Heightened (+1)** The damage increases by 1d6 bludgeoning and 1d6 fire. ---- -# `=this.name` -==fire== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Glimmer of Charm.md b/content/Mechanics/Spells/Spells/Level 5/Glimmer of Charm.md deleted file mode 100644 index 78fd96536..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Glimmer of Charm.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Glimmer of Charm -alias: Glimmer of Charm -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 5 -school: enchantment -type: save -traditions: [arcane, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 20-foot emanation -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - common - - aura - - emotion - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura. - - **Critical Success** The creature is unaffected and is aware of the aura. - **Success** The creature's attitude toward you improves by one step. If that improves its attitude to at least [[Indifferent]], it can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. - **Failure** The creature's attitude toward you improves by two steps. It can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. - **Critical Failure** The creature's attitude becomes [[Helpful]] to you, though the effect ends as soon as you take a hostile action against the creature or its allies. While the creature is helpful, it can't take hostile actions against you. ---- -# `=this.name` -==aura== | ==emotion== | ==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Grisly Growths.md b/content/Mechanics/Spells/Spells/Level 5/Grisly Growths.md deleted file mode 100644 index 9eb982957..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Grisly Growths.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Grisly Growths -alias: Grisly Growths -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: transmutation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 corporeal creature -source: "Pathfinder Advanced Player's Guide" -save: fortitude -basic: true -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. The target takes 10d6 piercing damage (basic Fortitude save) as the new features erupt. This spell has no effect on a target with a mutable anatomy or no limbs, such as an ooze or a protean. The growths rot rapidly and fall away after 1 round. - In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour. This additional effect is a mental and visual effect. - - **Success** The creature is unaffected. - **Failure** The creature is [[Sickened]] 1. - **Critical Failure** The character is [[Sickened]] 2. - - **Heightened (+1)** The damage increases by 2d6 piercing. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Hallucination.md b/content/Mechanics/Spells/Spells/Level 5/Hallucination.md deleted file mode 100644 index ed6622486..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Hallucination.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Hallucination -alias: Hallucination -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: illusion -type: save -traditions: [arcane, occult] -deities: Cayden Cailean, Hastur, Tsukiyo -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 hour -save: will -basic: false -traits: - - common - - incapacitation - - mental - - illusion -components: - - material - - somatic -description: > - 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. - **Critical Success** The creature is unaffected. - **Success** The creature perceives what you chose until it disbelieves, but it knows what the hallucination is. - **Failure** The creature perceives what you chose until it disbelieves. - **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. - **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. - **Heightened (8th)** Choose to either target any number of creatures or change the spell's duration to unlimited. ---- -# `=this.name` -==incapacitation== | ==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Healing Well.md b/content/Mechanics/Spells/Spells/Level 5/Healing Well.md deleted file mode 100644 index 639600de5..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Healing Well.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Healing Well -alias: Healing Well -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 5 -school: necromancy -type: heal -traditions: [divine, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - healing - - positive - - necromancy -components: - - material - - somatic - - verbal -description: > - You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can Interact to tap into the well's power, recovering 4d8 Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space. - If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well. - - **Heightened (+1)** The healing increases by 3. ---- -# `=this.name` -==healing== | ==positive== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Illusory Scene.md b/content/Mechanics/Spells/Spells/Level 5/Illusory Scene.md deleted file mode 100644 index acbdb7262..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Illusory Scene.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Illusory Scene -alias: Illusory Scene -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Daikitsu, Likha, Mahathallah -time: 10 minutes -pf2etime: "" -range: 500 feet -area: 30-foot burst -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - auditory - - olfactory - - visual - - illusion -components: - - somatic - - verbal -description: > - 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. - - **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. - **Heightened (8th)** As the 6th-level version, and the duration is unlimited. ---- -# `=this.name` -==auditory== | ==olfactory== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Impaling Spike.md b/content/Mechanics/Spells/Spells/Level 5/Impaling Spike.md deleted file mode 100644 index e1074d7c6..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Impaling Spike.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Impaling Spike -alias: Impaling Spike -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: conjuration -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Advanced Player's Guide" -duration: 1 minute -save: reflex -basic: false -traits: - - common - - conjuration -components: - - somatic - - verbal -description: > - You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must attempt a Reflex save. - - **Critical Success** The target dodges the spike and is unaffected. - **Success** The target is struck by the spike and takes half damage. - **Failure** The target is impaled through a leg or another non - vital body part. The creature takes full damage and, if it's standing on solid ground, becomes [[Immobilized]]. It can attempt to Escape(the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns. - **Critical Failure** As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is [[Flat-Footed]] as long as it's impaled. - - **Heightened (+1)** The damage increases by 2d6 piercing. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Inevitable Disaster.md b/content/Mechanics/Spells/Spells/Level 5/Inevitable Disaster.md deleted file mode 100644 index 3758ad23b..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Inevitable Disaster.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Inevitable Disaster -alias: Inevitable Disaster -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: divination -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: true -traits: - - common - - curse - - prediction - - divination -components: - - somatic - - verbal -description: > - You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs [[/br 1d4 #rounds]]{1d4 rounds} later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments. - - **Heightened (+1)** The damage increases by 10. ---- -# `=this.name` -==curse== | ==prediction== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Infectious Comedy.md b/content/Mechanics/Spells/Spells/Level 5/Infectious Comedy.md deleted file mode 100644 index f600b287a..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Infectious Comedy.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Infectious Comedy -alias: Infectious Comedy -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: enchantment -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder #185: A Taste of Ashes" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - uncommon - - emotion - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - You tell a magical joke and infect a target with laughter that spreads to those nearby. The first time you Sustain the Spell each round, you can target another creature you can see that is within 30 feet of an affected target. The new target need not be able to see or hear the affected target, as the humor spreads magically. You can't target the same creature more than once with this spell. - - **Critical Success** The target is unaffected. - **Success** The target begins giggling and can't use reactions. - **Failure** The target is [[Slowed]] 1 and can't use reactions. - **Critical Failure** The target falls [[Prone]] and can't use actions or reactions for 1 round. It then suffers the failure effect. ---- -# `=this.name` -==uncommon== | ==emotion== | ==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Invoke Spirits.md b/content/Mechanics/Spells/Spells/Level 5/Invoke Spirits.md deleted file mode 100644 index 368b4a4eb..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Invoke Spirits.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Invoke Spirits -alias: Invoke Spirits -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 10-foot burst -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -save: will -basic: true -traits: - - common - - emotion - - fear - - mental - - necromancy -components: - - somatic - - verbal -description: > - Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 negative damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are [[Frightened]] 2 and are [[Fleeing]] for 1 round. - On subsequent rounds, the first time you Sustain the Spell each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn't make them flee. - - **Heightened (+2)** The mental damage and negative damage each increase by 1d4. ---- -# `=this.name` -==emotion== | ==fear== | ==mental== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Lashunta's Life Bubble.md b/content/Mechanics/Spells/Spells/Level 5/Lashunta's Life Bubble.md deleted file mode 100644 index 3545e4a05..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Lashunta's Life Bubble.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Lashunta's Life Bubble -alias: Lashunta's Life Bubble -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/abjuration - - pf2e/spelltype/attack -level: 5 -school: abjuration -type: attack -traditions: [] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder #187: The Seventh Arch" -duration: 8 hours -traits: - - uncommon - - air - - abjuration -components: - - verbal -description: > - You create a replenishing protective bubble of fresh, temperate air around the target. The shell of air enables the target to breathe even underwater or in a vacuum, protects from severe cold and heat, and grants a +1 status bonus to the target's saves against inhaled dangers such as inhaled poisons and [[Cloudkill]]. - - **Heightened (6th)** The bubble lasts until your next preparation. - **Heightened (8th)** The bubble lasts until your next preparation, protects against extreme cold and heat, and grants a +2 status bonus instead of +1. ---- -# `=this.name` -==uncommon== | ==air== | ==abjuration== - -*Source* `=this.source` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Lightning Storm.md b/content/Mechanics/Spells/Spells/Level 5/Lightning Storm.md deleted file mode 100644 index 3c2f1d625..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Lightning Storm.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Lightning Storm -alias: Lightning Storm -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 5 -school: evocation -type: save -traditions: [primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Advanced Player's Guide" -duration: sustained up to 1 minute -save: reflex -basic: true -traits: - - common - - electricity - - evocation -components: - - material - - somatic - - verbal -description: > - You create a black, rumbling storm cloud and call down one lightning bolt within the spell's area. The bolt is a vertical line from the top of the storm cloud to the ground below, dealing 4d12 electricity damage to creatures in the line (basic Reflex save). On subsequent rounds, the first time you Sustain the Spell each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn. - - **Heightened (+2)** The damage of each bolt increases by 1d12 electricity damage. ---- -# `=this.name` -==electricity== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Mantle of the Frozen Heart.md b/content/Mechanics/Spells/Spells/Level 5/Mantle of the Frozen Heart.md deleted file mode 100644 index baf6c0f0c..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Mantle of the Frozen Heart.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Mantle of the Frozen Heart -alias: Mantle of the Frozen Heart -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: transmutation -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - cold - - morph - - transmutation -components: - - somatic - - verbal -description: > - You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. - - **Chilling Ice** The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. - **Heart of Ice** Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non‑reach melee weapon attack, takes 2d6 cold damage. - **Ice Glide** Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a smooth surface, you gain a +20-foot status bonus to your land Speed. - **Icy Claws** Your hands morph into vicious, piercing claws of ice useful for attacking or climbing. As long as you have both hands free, you gain a climb Speed equal to your land Speed. You gain a claw unarmed attack with the agile and finesse traits, in the brawling weapon group. Your claw attack deals 1d6 piercing damage as its base damage, plus an additional 2d6 cold damage. ---- -# `=this.name` -==cold== | ==morph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Mantle of the Magma Heart.md b/content/Mechanics/Spells/Spells/Level 5/Mantle of the Magma Heart.md deleted file mode 100644 index 1770ae6ca..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Mantle of the Magma Heart.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Mantle of the Magma Heart -alias: Mantle of the Magma Heart -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: transmutation -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - fire - - morph - - transmutation -components: - - somatic - - verbal -description: > - You surround yourself in a mantle of blazing fire magic, and your skin and anything you're wearing morphs into burning hot lava. The air around you swelters with heat, and tiny sparks of flame dance behind you as you pass. Upon casting this spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. - - Enlarging Eruption You erupt in lava, which clings to you and hardens, causing your body to swell and burst until you grow to size Large. You're clumsy 1. Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. You can't choose this option if you're already Large or larger. - Fiery Grasp Your hands swell and grow with lava. You gain a lava fist unarmed attack in the brawling weapon group. Your lava fists deal 1d8 bludgeoning damage as their base damage, plus an additional 2d6 fire damage and 1d6 persistent fire damage. - Heart of Fire Your body's temperature becomes so hot that any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 fire damage. - Warming Flames Flames flicker around you, warming away the cold while protecting you from the heat. You gain resistance 5 to cold and fire. ---- -# `=this.name` -==fire== | ==morph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Mariner's Curse.md b/content/Mechanics/Spells/Spells/Level 5/Mariner's Curse.md deleted file mode 100644 index bc6378e41..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Mariner's Curse.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Mariner's Curse -alias: Mariner's Curse -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 5 -school: necromancy -type: save -traditions: [arcane, occult, primal] -deities: Besmara -bloodline: hag -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -save: will -basic: false -traits: - - common - - curse - - necromancy -components: - - somatic - - verbal -description: > - You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** The target becomes [[Sickened]] 1. Reducing its Sickened condition to 0 ends the curse. - **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. - **Critical Failure** As failure, but the target becomes [[Sickened]] 2. ---- -# `=this.name` -==curse== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Mind Probe.md b/content/Mechanics/Spells/Spells/Level 5/Mind Probe.md deleted file mode 100644 index 66cf21a73..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Mind Probe.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Mind Probe -alias: Mind Probe -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: divination -type: save -traditions: [arcane, occult] -deities: Conqueror Worm, Ma'at -time: 1 minute -pf2etime: "" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - uncommon - - linguistic - - mental - - divination -components: - - material - - somatic - - verbal -description: > - 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. - **Success** The target is unaffected. - **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. - **Critical Failure** As failure, and the target takes a -4 circumstance penalty to Deception checks against your questions. ---- -# `=this.name` -==uncommon== | ==linguistic== | ==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Mirecloak.md b/content/Mechanics/Spells/Spells/Level 5/Mirecloak.md deleted file mode 100644 index 462283848..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Mirecloak.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Mirecloak -alias: Mirecloak -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: divination -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: up to 4 creatures -source: "Pathfinder #171: Hurricane's Howl" -duration: up to 1 minute -save: will -basic: false -traits: - - uncommon - - mental - - divination -components: - - somatic - - verbal -description: > - You wrap the targeted creatures in thin, sickly green shrouds that sap information from attackers. The shroud settles about each target's shoulders, granting a +1 status bonus to AC and a +2 status bonus to Stealth checks, both only while the target is in dim light or darkness. - If a creature deals damage in melee to or touches a cloaked creature, the cloak wraps around the attacker, temporarily connecting the psyches of the cloaked creature and the attacker and violently prying a random piece of interesting information from the attacker's mind. The attacker takes 2d8 mental damage and must attempt a Will save. - Afterward, the spell ends for the cloaked creature, and the attacker is temporarily immune to mirecloak for 24 hours. - - **Critical Success** The attacker is unaffected. - **Success** The attacker takes half damage. - **Failure** The attacker takes full damage and is [[Sickened]] 1. In addition, the cloaked creature gleans a piece of information from the attacker's mind. The details and extent of this information are at the GM's discretion. - **Critical Failure** As failure, but the attacker takes double damage and is [[Sickened]] 2. ---- -# `=this.name` -==uncommon== | ==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Mirror Malefactors.md b/content/Mechanics/Spells/Spells/Level 5/Mirror Malefactors.md deleted file mode 100644 index 08a28f70b..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Mirror Malefactors.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Mirror Malefactors -alias: Mirror Malefactors -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: illusion -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -save: will -basic: true -traits: - - common - - mental - - visual - - illusion -components: - - somatic - - verbal -description: > - You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spell. These mirrors reflect the target, though if the target has no reflection, like a vampire, it's unaffected by mirror malefactors. As long as the target is surrounded by mirrors, it's [[Frightened]] 1, and it can't reduce its frightened value. - When you Cast the Spell, the reflections leap from the mirrors and attack the target, dealing 7d8 mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you Sustain the spell that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends. - - **Heightened (+1)** The damage for both the initial effect and on subsequent turns increases by 1d8. ---- -# `=this.name` -==mental== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Moon Frenzy.md b/content/Mechanics/Spells/Spells/Level 5/Moon Frenzy.md deleted file mode 100644 index bf7160302..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Moon Frenzy.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Moon Frenzy -alias: Moon Frenzy -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 5 -school: transmutation -type: utility -traditions: [primal] -deities: Angazhan, Chamidu, Sekhmet -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: up to 5 willing creatures -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - morph - - transmutation -components: - - somatic - - verbal -description: > - 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. - - **Heightened (6th)** The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice. - **Heightened (10th)** The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice. ---- -# `=this.name` -==morph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Passwall.md b/content/Mechanics/Spells/Spells/Level 5/Passwall.md deleted file mode 100644 index ed85ad0c4..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Passwall.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Passwall -alias: Passwall -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: conjuration -type: utility -traditions: [arcane, primal] -deities: Dranngvit -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - uncommon - - earth - - conjuration -components: - - somatic - - verbal -description: > - 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. - - **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, allowing creatures to enter the tunnel freely. ---- -# `=this.name` -==uncommon== | ==earth== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Pillars of Sand.md b/content/Mechanics/Spells/Spells/Level 5/Pillars of Sand.md deleted file mode 100644 index 63ebe1c0c..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Pillars of Sand.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Pillars of Sand -alias: Pillars of Sand -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: conjuration -type: utility -traditions: [arcane, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder #155: Lord of the Black Sands" -duration: sustained up to 1 minute -traits: - - uncommon - - earth - - conjuration -components: - - material - - somatic - - verbal -description: > - You raise one or more pillars of solid sand from the earth. The total height of the pillars is 30 feet, which must be used in 10-foot increments (for example, you could create three 10-foot-tall pillars, one 20-foot-tall pillar and one 10-foot-tall pillar, or one 30-foot-tall pillar). Each pillar is 5 feet by 5 feet in length and width. The pillars must be conjured on a relatively flat area of natural earthen terrain such as sand, dirt, stone, or clay. Regardless of the terrain, the pillars are always made of tightly compacted sand particles that together become as hard and solid as stone (DC 15 climb to Climb). - If a creature occupies the space where you cast this spell, it is carried upward atop the pillar. The creature can attempt a Reflex save (DC equal to the caster's spell DC); on a success, the creature can either attempt to Grab an Edge or move into an adjacent unoccupied square. If the pillar would rise higher than the ceiling, it firmly abuts the ceiling but does not rise any higher. A creature caught between a pillar and a ceiling takes no damage (subject to GM discretion, such as is in the case of stalactites or other hazards) but becomes immobilized. The creature can attempt an Escape check to free itself, but it must thereafter Grab an Edge, Climb down, or fall from the top of the pillar. The Grab an Edge and Escape DCs are the same as the Reflex save. - As part of your action to Sustain the Spell, you can choose to either destroy one of your pillars, causing it to immediately crumble into nothing, or create a new pillar, as long as doing so wouldn't exceed the total number of feet of pillar you can create. You can Sustain the Spell two or more times on a single turn to destroy or create a pillar. - - **Heightened (+1)** The total height of the pillars increases by 10 feet, but must still be used in 10-foot increments (this also increases the total number of pillars that can be created by one). ---- -# `=this.name` -==uncommon== | ==earth== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Plant Form.md b/content/Mechanics/Spells/Spells/Level 5/Plant Form.md deleted file mode 100644 index b67872bfb..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Plant Form.md +++ /dev/null @@ -1,68 +0,0 @@ ---- -name: Plant Form -alias: Plant Form -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 5 -school: transmutation -type: utility -traditions: [primal] -deities: Cyth-V'sug, Immonhiel, The Green Mother -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - plant - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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: - - AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. - 12 temporary Hit Points. - Resistance 10 to poison. - Low-light vision. - One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. - Athletics modifier of +19, unless your own modifier is higher. - - You also gain specific abilities based on the type of plant you choose: - - **Arboreal** - - Speed 30 feet; you can speak in this form, but you still can't Cast a Spell or supply verbal components. - Melee 1 branch (reach 15 feet), Damage 2d10 bludgeoning; - Melee 1 foot, Damage 2d8 bludgeoning; - - **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. - - **Shambler** - - Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity; - Melee 1 vine (reach 15 feet), Damage 2d8 slashing. - - **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. ---- -# `=this.name` -==plant== | ==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Portrait of the Artist.md b/content/Mechanics/Spells/Spells/Level 5/Portrait of the Artist.md deleted file mode 100644 index b0200c11d..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Portrait of the Artist.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -name: Portrait of the Artist -alias: Portrait of the Artist -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 5 -school: illusion -type: utility -traditions: [occult] -time: 1 minute -pf2etime: "" -source: "Pathfinder Secrets of Magic" -duration: 1 hour -traits: - - common - - visual - - illusion -components: - - material - - somatic - - verbal -description: > - You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either Perception or an appropriate Lore, whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be. - This spell can't grant you any benefits from special abilities that take such skill they require a Performance check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to Earn Income from your art is also quite difficult; because it requires careful timing and repeated deceit, it can't be assumed to automatically work on an Earn Income check. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Prying Eye.md b/content/Mechanics/Spells/Spells/Level 5/Prying Eye.md deleted file mode 100644 index e8d15fe08..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Prying Eye.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Prying Eye -alias: Prying Eye -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: divination -type: utility -traditions: [arcane, divine, occult] -deities: Followers of Fate, Nethys -bloodline: imperial -time: 1 minute -pf2etime: "" -range: see text -source: "Pathfinder Core Rulebook" -duration: sustained -traits: - - common - - scrying - - divination -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==scrying== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Quicken Time.md b/content/Mechanics/Spells/Spells/Level 5/Quicken Time.md deleted file mode 100644 index c23c0787d..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Quicken Time.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Quicken Time -alias: Quicken Time -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: transmutation -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Dark Archive" -duration: 1 minute -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - You speed up the time stream in an area, stretching and pulling it until time flows swift and wild. Any creature that begins its turn in the area is [[Quickened]] and can use the extra action each round to Stride or Strike. Unfortunately, speeding up time is much more difficult than slowing it down, and the effect is uneven and jittery, making accuracy between times painfully difficult; creatures inside the area are [[Concealed]] to those outside it, and vice versa. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Ravening Maw.md b/content/Mechanics/Spells/Spells/Level 5/Ravening Maw.md deleted file mode 100644 index 6cecebf57..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Ravening Maw.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Ravening Maw -alias: Ravening Maw -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 5 -school: necromancy -type: save -traditions: [divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: one living creature -source: "Pathfinder #153: Life's Long Shadows" -duration: 3 rounds -save: will -basic: false -traits: - - uncommon - - evil - - healing - - necromancy -components: - - somatic - - verbal -description: > - You evoke Zevgavizeb's unceasing hunger and inflict it upon your target. The target becomes overwhelmed with cannibalistic hunger and can restore its vitality by feasting on the flesh of the fallen. On its turn, the target can use 2 actions (these actions have the manipulate trait) to cannibalize an adjacent [[Dying]] or dead creature. If the cannibalized creature is Dying, it dies. If the cannibalized creature is an ally of the target, the target regains 5d8 HP; otherwise, the target regains 5d4 HP. Certain monsters (such as those whose blood is acidic or magical) might inflict additional effects on those who cannibalize them at the GM's discretion. Once cannibalized, a particular creature's body doesn't have enough meat to cannibalize again. During any round that there's a Dying or dead creature within 30 feet of the target, if the target can't or doesn't cannibalize a creature, the target takes 5d4 mental damage. - - **Heightened (+1)** The amount of HP restored by cannibalizing a creature increases by 1d8 for eating an ally and 1d4 otherwise, and the mental damage increases by 1d4. ---- -# `=this.name` -==uncommon== | ==evil== | ==healing== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Repelling Pulse.md b/content/Mechanics/Spells/Spells/Level 5/Repelling Pulse.md deleted file mode 100644 index 54b9a593e..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Repelling Pulse.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Repelling Pulse -alias: Repelling Pulse -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: evocation -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot emanation -source: "Pathfinder Secrets of Magic" -save: reflex -basic: false -traits: - - common - - force - - evocation -components: - - somatic - - verbal -description: > - You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes 7d10 force damage depending on its Reflex save. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is pushed 10 feet away from you. - **Critical Failure** The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked [[Prone]]. - - **Heightened (+2)** The force damage increases by 2d10, and the distance the target is moved on a failure and critical failure increases by 5 feet. ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Return Beacon.md b/content/Mechanics/Spells/Spells/Level 5/Return Beacon.md deleted file mode 100644 index 5d22226df..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Return Beacon.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Return Beacon -alias: Return Beacon -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: conjuration -type: attack -traditions: [arcane, occult] -time: 1 minute -pf2etime: "" -range: 30 feet -source: "Pathfinder #166: Despair on Danger Island" -duration: 1 hour -traits: - - uncommon - - teleportation - - conjuration -components: - - material - - somatic - - verbal -description: > - You create a unique planar beacon somewhere within the spell's range that remains in place. The beacon is invisible except when detected by detect magic, in which case it looks like a 10-foot-wide tower of bright light stretching into the sky. At any time during the duration of the beacon, you can complete a 1-minute activity, which has the concentrate and manipulate traits, to focus on the beacon and transport yourself and any items you're wearing and holding from your current space to the location of the beacon. Transporting yourself in this way ends the spell. If this would bring another creature with you-even if you're carrying it in an extradimensional container-the beacon collapses, ending the spell, and the transportation attempt fails. - Casting return beacon while a beacon is active causes the previous return beacon spell to end. If you are not within 1 mile of the beacon, your attempt to transport yourself to the beacon fails. If a solid object is in the same space as the beacon when you transport yourself, you arrive in the nearest open space to the beacon. If there is not an open space within 30 feet of the beacon, your attempt to transport yourself fails, but the beacon remains intact. - - **Heightened (7th)** The duration is 8 hours and you can transport yourself to the beacon from up to 100 miles away. - **Heightened (8th)** The duration is 24 hours and you can transport yourself to the beacon from up to 1,000 miles away. In addition, you can bring 1 willing ally you touch with you when you transport to the beacon. - **Heightened (9th)** The duration is 1 week and you can transport yourself to the beacon from anywhere on the same plane. In addition, you can bring up to 4 willing allies you touch with you when you transport to the beacon. - **Heightened (10th)** The duration is unlimited and you can transport yourself to the beacon from any distance, even across other planes. In addition, you can bring up to 8 willing allies you touch when you transport to the beacon. ---- -# `=this.name` -==uncommon== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Rewinding Step.md b/content/Mechanics/Spells/Spells/Level 5/Rewinding Step.md deleted file mode 100644 index f77049486..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Rewinding Step.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Rewinding Step -alias: Rewinding Step -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: transmutation -type: utility -traditions: [arcane, divine, occult] -time: 1 minute -pf2etime: "" -source: "Pathfinder Secrets of Magic" -duration: 10 minutes -traits: - - common - - transmutation -components: - - material - - somatic - - verbal -description: > - You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the concentrate trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. - If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends. - - **Heightened (7th)** You can return if you're within 1,000 feet of your anchor space. - **Heightened (9th)** You can return if you're within 1 mile of your anchor space. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Rip the Spirit.md b/content/Mechanics/Spells/Spells/Level 5/Rip the Spirit.md deleted file mode 100644 index 3b4e722b9..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Rip the Spirit.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Rip the Spirit -alias: Rip the Spirit -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: necromancy -type: save -traditions: [divine, occult] -time: 1 to 3 -pf2etime: "" -range: 30 feet -target: 1 living creature -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: true -traits: - - common - - death - - negative - - necromancy -components: -description: > - You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes 5d6 negative damage, depending on its basic Fortitude save, and is [[Drained]] 1 if it fails its save. The spell's effect is based on how many actions you spend when Casting the Spell. - 1 (somatic) The spell targets one living creature in range. - 2 (somatic, verbal) The spell targets one living creature in range and the damage is 10d6 negative damage instead of 5d6. - 3 (material, somatic, verbal) The spell targets all living creatures in a 30-foot emanation. - - **Heightened (+1)** The amount of damage increases by 1d6, or by 2d6 for the 2-action version. ---- -# `=this.name` -==death== | ==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Ritual Obstruction.md b/content/Mechanics/Spells/Spells/Level 5/Ritual Obstruction.md deleted file mode 100644 index 63cd17da5..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Ritual Obstruction.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Ritual Obstruction -alias: Ritual Obstruction -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 5 -school: abjuration -type: utility -traditions: [arcane, divine, occult, primal] -time: 1 minute -pf2etime: "" -area: 60-foot burst -source: "Pathfinder #182: Graveclaw" -duration: 1 day -traits: - - uncommon - - curse - - abjuration -components: - - material - - somatic - - verbal -description: > - You establish a zone of magical feedback that makes it impossible to succeed at rituals of this spell's level or lower in the area. Ritual obstruction ignores all cover, including walls and ceilings, to the extent of its area. Anyone attempting to cast a ritual within the area knows, when they begin to cast the ritual, the area is cursed to impede rituals. Any ritual cast in the area can't have a final result better than failure. ---- -# `=this.name` -==uncommon== | ==curse== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Scouring Pulse.md b/content/Mechanics/Spells/Spells/Level 5/Scouring Pulse.md deleted file mode 100644 index 936d6bc55..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Scouring Pulse.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Scouring Pulse -alias: Scouring Pulse -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: evocation -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 10-foot burst -source: "Pathfinder Lost Omens: Knights of Lastwall" -access: Knights of Lastwall have access to this spell -save: reflex -basic: true -traits: - - uncommon - - light - - positive - - evocation -components: - - somatic - - verbal -description: > - **Area** 10-foot radius, 60-foot-tall cylinder - - You inundate the area with concentrated positive energy, which scours away the stain of undeath. Each creature in the area takes 6d8 positive damage and must attempt a basic Reflex save. Creatures that fail the save also take 1d8 persistent positive damage. Creatures that take persistent positive damage from scouring pulse are wreathed in a heatless halo of light. They emit bright light in a 5-foot radius preventing them from being [[Concealed]]; if the creature is [[Invisible]], they're concealed while affected by scouring pulse, rather than being undetected. - - **Heightened (8th)** The positive damage increases to 9d8 damage, and the persistent positive damage increases to 2d8 persistent positive damage. Creatures remain suffused in light for 1d4 additional rounds after removing the persistent positive damage. ---- -# `=this.name` -==uncommon== | ==light== | ==positive== | ==evocation== - -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Secret Chest.md b/content/Mechanics/Spells/Spells/Level 5/Secret Chest.md deleted file mode 100644 index 650ae2f42..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Secret Chest.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Secret Chest -alias: Secret Chest -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: conjuration -type: utility -traditions: [arcane, occult] -deities: The Offering Plate -time: 1 minute -pf2etime: "" -range: touch -target: 1 container and its contents, totaling 10 Bulk or less -source: "Pathfinder Advanced Player's Guide" -duration: until the next time you make your daily preparations -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties-the material from which it is made, any locks, or other features-are irrelevant to the casting of this spell, but the container can't contain any creatures. When you Cast this Spell, the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest. - You can Dismiss the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Shadow Blast.md b/content/Mechanics/Spells/Spells/Level 5/Shadow Blast.md deleted file mode 100644 index a024fab10..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Shadow Blast.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Shadow Blast -alias: Shadow Blast -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: evocation -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: varies -source: "Pathfinder Core Rulebook" -traits: - - common - - shadow - - evocation -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 1d8. ---- -# `=this.name` -==shadow== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Shadow Walk.md b/content/Mechanics/Spells/Spells/Level 5/Shadow Walk.md deleted file mode 100644 index 2c6f01f7a..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Shadow Walk.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Shadow Walk -alias: Shadow Walk -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: conjuration -type: utility -traditions: [arcane, occult] -deities: Count Ranalc, Luhar, Zon-Kuthon -time: 1 minute -pf2etime: "" -range: touch -target: you and up to 9 willing creatures touched -source: "Pathfinder Core Rulebook" -duration: 8 hours -traits: - - uncommon - - shadow - - teleportation - - conjuration -components: - - material - - somatic - - verbal -description: > - 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). ---- -# `=this.name` -==uncommon== | ==shadow== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Soulshelter Vessel.md b/content/Mechanics/Spells/Spells/Level 5/Soulshelter Vessel.md deleted file mode 100644 index d2007cc97..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Soulshelter Vessel.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Soulshelter Vessel -alias: Soulshelter Vessel -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/utility -level: 5 -school: necromancy -type: utility -traditions: [] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 willing creature and 1 non-magical stone object of 1 or 2 Bulk -source: "Pathfinder #183: Field of Maidens" -duration: 10 minutes -traits: - - uncommon - - good - - healing - - necromancy -components: - - somatic - - verbal -description: > - You connect the spirit of the target creature with the target object, giving their spirit a durable vessel that protects and empowers their body. You create a pool of healing within the object, which starts out with 40 HP worth of healing per Bulk of the object. (These HP can only be used by the creature, and don't increase the object's HP.) When you Cast the Spell, the targeted creature regains 10 HP, which come out of the object's pool. You can also spend a single action-which has the concentrate, good, healing, necromancy, and positive traits-to repeat this transfer. When the pool is empty, the object becomes broken. The spell ends if the object becomes broken or the targets are no longer within 500 feet of each other. - If the target creature would be reduced to 0 Hit Points, the creature regains either 20 HP or the amount left in the object's pool, whichever is lower. The object immediately becomes broken, ending the spell. - - **Heightened (+2)** Increase the maximum Bulk of the item by 1 (potentially increasing the size of the healing pool), the amount of HP exchanged each time the stone is used by 5, and the amount of HP exchanged when the creature would be reduced to 0 HP by 10 (or by the amount left in the pool, if it's lower). ---- -# `=this.name` -==uncommon== | ==good== | ==healing== | ==necromancy== - -*Source* `=this.source` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Spiritual Guardian.md b/content/Mechanics/Spells/Spells/Level 5/Spiritual Guardian.md deleted file mode 100644 index 8e2da0557..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Spiritual Guardian.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Spiritual Guardian -alias: Spiritual Guardian -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/abjuration - - pf2e/spelltype/attack - - pf2e/tradition/divine -level: 5 -school: abjuration -type: attack -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - force - - abjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+2)** The guardian's damage increases by 1d8, and its Hit Points increase by 20. ---- -# `=this.name` -==force== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Spiritual Torrent.md b/content/Mechanics/Spells/Spells/Level 5/Spiritual Torrent.md deleted file mode 100644 index 69d182eb2..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Spiritual Torrent.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Spiritual Torrent -alias: Spiritual Torrent -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: necromancy -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 60-foot line -source: "Pathfinder #186: Ghost King's Rage" -save: fortitude -basic: true -traits: - - uncommon - - necromancy -components: - - somatic - - verbal -description: > - You release your spiritual essence in a torrential blast of energy, dealing 10d6 damage. If you're a living creature, this spell deals positive damage and gains the positive trait. If you're an undead creature, this spell deals negative damage and gains the negative trait. The spell's effect is based on how many actions you spend when Casting the Spell. - 2 (somatic, verbal) The spell targets all creatures in a 60-foot line. - 3 (material, somatic, verbal) The spell targets all creatures in a 60-foot cone. - - **Heightened (+1)** The spell's damage increases by 2d6. ---- -# `=this.name` -==uncommon== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Stagnate Time.md b/content/Mechanics/Spells/Spells/Level 5/Stagnate Time.md deleted file mode 100644 index abcfa756b..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Stagnate Time.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Stagnate Time -alias: Stagnate Time -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: transmutation -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Dark Archive" -duration: 1 minute -save: will -basic: false -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - You examine the time stream in a particular area, then proceed to stick a few metaphorical pins into it, thickening and slowing down the flow of time until it rumbles along like a river of molasses. Any creature that begins its turn in the area must attempt a Will save. - - **Success** The creature is unaffected. - **Failure** The creature is [[Slowed]] 1 this turn. - **Critical Failure** The creature is [[Slowed]] 2 this turn. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Stormburst.md b/content/Mechanics/Spells/Spells/Level 5/Stormburst.md deleted file mode 100644 index 1f5ce6ea3..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Stormburst.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Stormburst -alias: Stormburst -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 5 -school: evocation -type: save -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -area: 15-foot burst -source: "Pathfinder #171: Hurricane's Howl" -save: reflex -basic: false -traits: - - uncommon - - electricity - - evocation -components: - - somatic - - verbal -description: > - Your voice projects like cracking thunder as you summon a localized storm, creating a fearsome surge of lightning and wind that deals 6d6 electricity damage. Each creature must attempt a Reflex saving throw. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is knocked [[Prone]]. - **Critical Failure** The creature takes double damage, is knocked prone, and is [[Stunned]] 1. - - **Heightened (7th)** The damage increases to 8d6, and targets who critically fail are [[Stunned]] 2. - **Heightened (9th)** The damage increases to 10d6, and targets who critically fail are [[Stunned]] 3. ---- -# `=this.name` -==uncommon== | ==electricity== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Strange Geometry.md b/content/Mechanics/Spells/Spells/Level 5/Strange Geometry.md deleted file mode 100644 index f59c41a47..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Strange Geometry.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Strange Geometry -alias: Strange Geometry -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 5 -school: illusion -type: utility -traditions: [occult] -deities: Suyuddha, The Enlightened Scholar's Path -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 60 feet -source: "Pathfinder Advanced Player's Guide" -duration: 1 minute -save: will -basic: false -traits: - - common - - illusion -components: - - material - - somatic - - verbal -description: > - You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal. - - **Success** The creature disbelieves the illusion. - **Failure** All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Subconscious Suggestion.md b/content/Mechanics/Spells/Spells/Level 5/Subconscious Suggestion.md deleted file mode 100644 index 6197eba35..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Subconscious Suggestion.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -name: Subconscious Suggestion -alias: Subconscious Suggestion -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 5 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Mephistopheles, Nalinivati, Sifkesh -lesson: lesson of bargains -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: varies -save: will -basic: false -traits: - - common - - incapacitation - - linguistic - - mental - - enchantment -components: - - somatic - - verbal -description: > - You implant a subconscious suggestion deep within the target's mind for them to follow when a trigger you specify occurs. 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. - - **Critical Success** The target is unaffected and knows you tried to control it. - **Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. - **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. - **Critical Failure** As failure, but the duration is 1 hour. - - **Heightened (9th)** You can target up to 10 creatures. ---- -# `=this.name` -==incapacitation== | ==linguistic== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Lesson**: `=this.lesson` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Summon Anarch.md b/content/Mechanics/Spells/Spells/Level 5/Summon Anarch.md deleted file mode 100644 index d37955871..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Summon Anarch.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Summon Anarch -alias: Summon Anarch -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 5 -school: conjuration -type: utility -traditions: [divine] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - You conjure a chaotic celestial, monitor, or fiend to fight on your behalf. You summon a common chaotic creature that has the celestial, monitor, or 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 creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. - - **Heightened (6th)** Level 7. - **Heightened (7th)** Level 9. - **Heightened (8th)** Level 11. - **Heightened (9th)** Level 13. - **Heightened (10th)** Level 15. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Summon Celestial.md b/content/Mechanics/Spells/Spells/Level 5/Summon Celestial.md deleted file mode 100644 index 4f48d7240..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Summon Celestial.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Summon Celestial -alias: Summon Celestial -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 5 -school: conjuration -type: utility -traditions: [divine] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (6th)** Level 7 - **Heightened (7th)** Level 9 - **Heightened (8th)** Level 11 - **Heightened (9th)** Level 13 - **Heightened (10th)** Level 15 ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Summon Dragon.md b/content/Mechanics/Spells/Spells/Level 5/Summon Dragon.md deleted file mode 100644 index 62a687d4d..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Summon Dragon.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Summon Dragon -alias: Summon Dragon -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane -level: 5 -school: conjuration -type: utility -traditions: [arcane] -deities: Shizuru -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (6th)** Level 7 - **Heightened (7th)** Level 9 - **Heightened (8th)** Level 11 - **Heightened (9th)** Level 13 - **Heightened (10th)** Level 15 ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Summon Entity.md b/content/Mechanics/Spells/Spells/Level 5/Summon Entity.md deleted file mode 100644 index 9530154a2..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Summon Entity.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Summon Entity -alias: Summon Entity -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 5 -school: conjuration -type: utility -traditions: [occult] -deities: Nyarlathotep (Haunter in the Dark), Nyarlathotep (The Crawling Chaos) -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (6th)** Level 7 - **Heightened (7th)** Level 9 - **Heightened (8th)** Level 11 - **Heightened (9th)** Level 13 - **Heightened (10th)** Level 15 ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Summon Fiend.md b/content/Mechanics/Spells/Spells/Level 5/Summon Fiend.md deleted file mode 100644 index b09543800..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Summon Fiend.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Summon Fiend -alias: Summon Fiend -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 5 -school: conjuration -type: utility -traditions: [divine] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (6th)** Level 7 - **Heightened (7th)** Level 9 - **Heightened (8th)** Level 11 - **Heightened (9th)** Level 13 - **Heightened (10th)** Level 15 ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Summon Giant.md b/content/Mechanics/Spells/Spells/Level 5/Summon Giant.md deleted file mode 100644 index eb847629f..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Summon Giant.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Summon Giant -alias: Summon Giant -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 5 -school: conjuration -type: utility -traditions: [primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (6th)** Level 7 - **Heightened (7th)** Level 9 - **Heightened (8th)** Level 11 - **Heightened (9th)** Level 13 - **Heightened (10th)** Level 15 ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Summon Healing Servitor.md b/content/Mechanics/Spells/Spells/Level 5/Summon Healing Servitor.md deleted file mode 100644 index 18ec797a0..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Summon Healing Servitor.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Summon Healing Servitor -alias: Summon Healing Servitor -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 5 -school: necromancy -type: save -traditions: [divine, primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 100 feet -source: "Pathfinder Lost Omens: Impossible Lands" -duration: until the end of your next turn -save: fortitude -basic: true -traits: - - uncommon - - healing - - incarnate - - positive - - necromancy -components: - - material - - somatic - - verbal -description: > - You call forth a servitor forged from raw positive energy to heal and bolster your allies. The servitor occupies the space of a Huge creature and has a speed of 60 feet. - - **Arrive** ([[healing]], [[necromancy]], [[positive]]) **Servitor's Protection** The servitor appears in a flash of light, moving from ally to ally and granting them a temporary reprieve. All allies within 20 feet of the Servitor gain 20 temporary Hit Points until the servitor departs. - **Depart** ([[healing]], [[necromancy]], [[positive]]) *Servitor's Blessing* The servitor disappears in a 30‑foot emanation of positive energy. All willing living creatures within heal 3d8 Hit Points. All undead within take that much damage, with a basic Fortitude save. - - **Heightened (+2)** The Arrive effect's temporary Hit Points increase by 8, and the Depart effect's healing and damage to undead increase by 1d8. ---- -# `=this.name` -==uncommon== | ==healing== | ==incarnate== | ==positive== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Synaptic Pulse.md b/content/Mechanics/Spells/Spells/Level 5/Synaptic Pulse.md deleted file mode 100644 index a81f68814..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Synaptic Pulse.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Synaptic Pulse -alias: Synaptic Pulse -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 5 -school: enchantment -type: save -traditions: [occult] -deities: Azathoth, Doloras, Vildeis -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot emanation -source: "Pathfinder Core Rulebook" -duration: 1 round -save: will -basic: false -traits: - - common - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save. - - **Critical Success** The creature is unaffected. - **Success** The creature is [[Stunned]] 1. - **Failure** The creature is [[Stunned]] 2. - **Critical Failure** The creature is Stunned for 1 round. ---- -# `=this.name` -==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Synesthesia.md b/content/Mechanics/Spells/Spells/Level 5/Synesthesia.md deleted file mode 100644 index bc34c1428..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Synesthesia.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Synesthesia -alias: Synesthesia -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 5 -school: divination -type: save -traditions: [occult] -deities: Narriseminek -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: will -basic: false -traits: - - common - - mental - - divination -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The target is unaffected. - **Success** The target is affected for 1 round. - **Failure** The target is affected for 1 minute. - **Critical Failure** As failure, and the target is [[Stunned]] 2 as it attempts to process the sensory shifts. - - **Heightened (9th)** You can target up to five creatures. ---- -# `=this.name` -==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Temporary Glyph.md b/content/Mechanics/Spells/Spells/Level 5/Temporary Glyph.md deleted file mode 100644 index 9cbbb532a..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Temporary Glyph.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Temporary Glyph -alias: Temporary Glyph -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 5 -school: abjuration -type: utility -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - abjuration -components: - - material - - somatic - - verbal -description: > - Area 5-foot square - - You temporarily bind 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 2 actions or fewer to Cast, have a hostile effect, and target one creature or have an area. Any creature that enters temporary glyph's area activates the glyph, releasing the harmful spell within. You can set a password for the glyph. Speaking it when entering the spell's area prevents the glyph from triggering. You can also set a more specific trigger to limit which types of creatures set off the glyph. - Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell can target 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. Temporary glyph's duration ends when the glyph is triggered. The glyph is 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 temporary glyph. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Tongues.md b/content/Mechanics/Spells/Spells/Level 5/Tongues.md deleted file mode 100644 index 532b659cf..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Tongues.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Tongues -alias: Tongues -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 5 -school: divination -type: utility -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - uncommon - - divination -components: - - somatic - - verbal -description: > - 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. - - **Heightened (7th)** The duration is 8 hours. ---- -# `=this.name` -==uncommon== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Transmute Rock and Mud.md b/content/Mechanics/Spells/Spells/Level 5/Transmute Rock and Mud.md deleted file mode 100644 index 2cd2883de..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Transmute Rock and Mud.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Transmute Rock And Mud -alias: Transmute Rock And Mud -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: transmutation -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 60 feet -source: "Pathfinder Advanced Player's Guide" -traits: - - common - - earth - - transmutation -components: - - material - - somatic - - verbal -description: > - You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you Cast the Spell. - - Rock to Mud You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud. If you Cast this Spell on a stone floor, it becomes difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or the creature can try to Swim through it (DC 10 swim). If the mud is deep enough that a creature can't reach the bottom, the creature must Swim to move through it. If you Cast this Spell on a ceiling, the falling mud deals 8d6 bludgeoning damage (basic Reflex save) and spreads out, creating difficult terrain in an area 10 feet larger in radius than the original spell's area. Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse. - - Mud to Rock Mud in the area turns into unworked stone. If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw. - - **Critical Success** The creature escapes the mud and is atop the stone, unaffected. - **Success** The creature climbs out of the mud as it turns to rock and is [[Prone]] atop the stone. - **Failure** The creature is partially stuck in the mud and is [[Grabbed]] for 1 round or until it Escapes, whichever comes first. - **Critical Failure** The creature is entirely stuck. It is [[Restrained]] for 1 round or until it Escapes, whichever comes first. - - **Heightened (+2)** Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes. ---- -# `=this.name` -==earth== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Tree Stride.md b/content/Mechanics/Spells/Spells/Level 5/Tree Stride.md deleted file mode 100644 index d8d31d6df..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Tree Stride.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Tree Stride -alias: Tree Stride -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 5 -school: conjuration -type: utility -traditions: [primal] -deities: Elven Pantheon, Erastil, Gendowyn, Yuelral -time: 1 minute -pf2etime: "" -source: "Pathfinder Core Rulebook" -traits: - - uncommon - - plant - - teleportation - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (6th)** The tree you exit can be up to 50 miles away. - **Heightened (8th)** The tree you exit can be up to 500 miles away. - **Heightened (9th)** The tree you exit can be anywhere on the same planet. ---- -# `=this.name` -==uncommon== | ==plant== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Wall of Flesh.md b/content/Mechanics/Spells/Spells/Level 5/Wall of Flesh.md deleted file mode 100644 index 3710c1fc6..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Wall of Flesh.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Wall of Flesh -alias: Wall of Flesh -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/attack - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 5 -school: necromancy -type: attack -traditions: [divine, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 20 feet -source: "Pathfinder Advanced Player's Guide" -duration: 10 minutes -traits: - - common - - necromancy -components: - - material - - somatic -description: > - You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height. 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 can't be Repaired but can be healed by positive energy and healing spells and abilities. When you Cast the Spell, choose one of the following features for your wall. - - - Mouths The wall has countless toothy mouths along its surface. The mouths Strike any creature that ends its turn within 5 feet of the wall, using your spell attack roll for these Strikes and dealing piercing damage equal to 1d6 + your spellcasting ability modifier. The mouths are capable of consuming potions; since the wall is alive, it can recover Hit Points from a Healing Potion, but it can't benefit from any effect that would give it the ability to move. Otherwise, the GM determines which potions can affect the wall. - - Eyes The wall sprouts hundreds of unblinking eyes. You can see through these eyes, gaining a +2 circumstance bonus to visual Perception checks within the wall's line of sight. You can also use the eyes for determining line of sight for ranged attacks and spells, but you don't have line of effect through the wall. - - Arms The wall is a mass of grasping arms. Any creature that ends its turn within 5 feet of the wall must attempt a Reflex save. - - **Success** The creature is unaffected. - **Failure** The creature is [[Grabbed]] by the wall for 1 round or until it Escapes against your spell DC, whichever comes first. - **Critical Failure** The creature is [[Restrained]] by the wall for 1 round or until it Escapes against your spell DC, whichever comes first. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Wall of Ice.md b/content/Mechanics/Spells/Spells/Level 5/Wall of Ice.md deleted file mode 100644 index baccadf90..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Wall of Ice.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Wall of Ice -alias: Wall of Ice -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: evocation -type: utility -traditions: [arcane, primal] -lesson: lesson of the frozen queen -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - cold - - water - - evocation -components: - - material - - somatic - - verbal -description: > - You sculpt an ice barrier 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. - - **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. ---- -# `=this.name` -==cold== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Lesson**: `=this.lesson` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Wall of Stone.md b/content/Mechanics/Spells/Spells/Level 5/Wall of Stone.md deleted file mode 100644 index a4a3ccf00..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Wall of Stone.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Wall of Stone -alias: Wall of Stone -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: conjuration -type: utility -traditions: [arcane, primal] -deities: Anubis, Arqueros, Ashukharma, Mazludeh -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -traits: - - common - - earth - - conjuration -components: - - material - - somatic - - verbal -description: > - 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 10-foot-by-10-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. - - **Heightened (+2)** The Hit Points of each section of the wall increase by 15. ---- -# `=this.name` -==earth== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Wyvern Sting.md b/content/Mechanics/Spells/Spells/Level 5/Wyvern Sting.md deleted file mode 100644 index 4eb27d9c8..000000000 --- a/content/Mechanics/Spells/Spells/Level 5/Wyvern Sting.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Wyvern Sting -alias: Wyvern Sting -tags: - - pf2e/spell - - pf2e/spell/level_5 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 5 -school: necromancy -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder #160: Assault on Hunting Lodge Seven" -save: fortitude -basic: false -traits: - - uncommon - - poison - - necromancy -components: - - somatic - - verbal -description: > - You duplicate the venomous sting of a wyvern. You deal 3d4 piercing damage to the touched creature and afflict it with wyvern venom. If the target takes piercing damage, they must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target takes 5d6 poison damage. - **Failure** The target is afflicted with Wyvern Venom at stage 1. - **Critical Failure** The target is afflicted with wyvern venom at stage 2. - - **Wyvern Venom (poison) Level 9** - Maximum Duration 6 rounds - Stage 1 5d6 poison damage (1 round) - Stage 2 6d6 poison damage (1 round) - Stage 3 8d6 poison damage (1 round) ---- -# `=this.name` -==uncommon== | ==poison== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Aura of the Unremarkable.md b/content/Mechanics/Spells/Spells/Level 6/Aura of the Unremarkable.md deleted file mode 100644 index 2df3424e9..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Aura of the Unremarkable.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Aura of the Unremarkable -alias: Aura of the Unremarkable -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: illusion -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot emanation -source: "Pathfinder #166: Despair on Danger Island" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - uncommon - - mental - - illusion -components: - - somatic - - verbal -description: > - You and allies in the area appear to be completely innocuous to other creatures within the spell's area, regardless of the actions you're committing. For example, if you and your allies are loudly interrogating a local for information or aiming a crossbow at a noble from a balcony, creatures who can see you might not think this is unusual. Non-allied creatures in the emanation must attempt a Will save. - - **Critical Success** The creature sees your actions as they really are and announces them as such. All other creatures in the area gain a +1 circumstance bonus to their Will saves to recognize your actions as they really are. - **Success** The creature sees your actions as they really are. - **Failure** The creature believes your actions are normal and unworthy of concern. - **Critical Failure** The creature believes you are performing other actions entirely, such as helping a local or waving to a noble, as determined by the GM. The creature doesn't have a chance of remembering events normally. - Any hostile actions by you or your allies against a creature or its allies break the effect of the spell for that creature. So, for example, if an interrogated local's friends or threatened noble's guards saw your actions, they would be unaffected by this spell. When the spell ends (or when affected allies move outside the range of the emanation), observers see things normally but the altered perceptions from earlier events remain in mind. Each mention of the events as noteworthy, such as being questioned about them by an authority figure, grants the target another Will save to break the effect and remember things normally (unless the creature critically failed their save). ---- -# `=this.name` -==uncommon== | ==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Awaken Entropy.md b/content/Mechanics/Spells/Spells/Level 6/Awaken Entropy.md deleted file mode 100644 index 54ab1daa9..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Awaken Entropy.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Awaken Entropy -alias: Awaken Entropy -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 6 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 10-foot burst -source: "Pathfinder Dark Archive" -duration: sustained up to 1 minute -save: fortitude -basic: true -traits: - - common - - necromancy -components: - - material - - somatic - - verbal -description: > - All things age, all things die, and at the end of days even the universe will grow quiet and still. You awaken the cosmic principle of entropy, accelerating time in an area-flesh falters, plants shrivel, and even stone begins to crumble. Any creature that enters or begins its turn in the area must succeed at a basic Fortitude save or take 8d6 negative damage, or 8d6 force damage if the creature normally doesn't take negative damage, such as if the creature is a construct or undead. Even beings such as fiends with unlimited lifespans can be worn away by entropy. The first time you Sustain the Spell on each subsequent turn, the entropic zone grows stronger in addition to having its duration increased. The radius of the burst increases by 10 feet (to a maximum of 40 feet), and the size of the damage dice increases by one step (from d6 to d8, then to d10, and finally to d12). - - **Heightened (+1)** The damage increases by 1d6{1d6}. ---- -# `=this.name` -==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Baleful Polymorph.md b/content/Mechanics/Spells/Spells/Level 6/Baleful Polymorph.md deleted file mode 100644 index 9b7ae84b5..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Baleful Polymorph.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Baleful Polymorph -alias: Baleful Polymorph -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 6 -school: transmutation -type: save -traditions: [arcane, primal] -deities: Mother Vulture, The Lantern King -bloodline: hag -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: varies -save: fortitude -basic: false -traits: - - common - - incapacitation - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save. - - **Critical Success** The target is unaffected. - **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. - **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. - **Critical Failure** The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration. ---- -# `=this.name` -==incapacitation== | ==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Blade Barrier.md b/content/Mechanics/Spells/Spells/Level 6/Blade Barrier.md deleted file mode 100644 index 25ed7a8c6..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Blade Barrier.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Blade Barrier -alias: Blade Barrier -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 6 -school: evocation -type: utility -traditions: [divine] -bloodline: angelic -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: reflex -basic: true -traits: - - common - - force - - evocation -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 1d8. ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Blanket of Stars.md b/content/Mechanics/Spells/Spells/Level 6/Blanket of Stars.md deleted file mode 100644 index 3be7e5049..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Blanket of Stars.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Blanket Of Stars -alias: Blanket Of Stars -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 6 -school: illusion -type: save -traditions: [occult, primal] -deities: Cosmic Caravan -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Advanced Player's Guide" -duration: 10 minutes -save: will -basic: false -traits: - - common - - illusion -components: - - somatic - - verbal -description: > - A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to Stealth checks to Hide and Sneak. - While outside under a starry night sky, you're also [[Invisible]] as long as you remain still. When moving under a starry night sky, you are [[Concealed]] instead. - Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, visual effect. - - **Success** The creature is unaffected. - **Failure** The creature is [[Dazzled]] until the end of its next turn. - **Critical Failure** The creature is [[Confused]] and Dazzled until the end of its next turn. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Blinding Fury.md b/content/Mechanics/Spells/Spells/Level 6/Blinding Fury.md deleted file mode 100644 index f11d133e8..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Blinding Fury.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Blinding Fury -alias: Blinding Fury -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 6 -school: enchantment -type: save -traditions: [divine, occult, primal] -time: reaction -pf2etime: "*⬲{ .Pathfinder }*" -trigger: A creature damages you -range: 60 feet -target: The triggering creature -source: "Pathfinder Advanced Player's Guide" -duration: varies -save: will -basic: false -traits: - - common - - curse - - emotion - - incapacitation - - mental - - enchantment -components: - - verbal -description: > - You curse the target with your outrage at being attacked. The effect is determined by the target's Will save. - - **Critical Success** The target is unaffected. - **Success** The target can't [[Observe]] you until the end of its turn, and if you're currently Observed by it, you become [[Hidden]] to it. - **Failure** As success, and for 1 minute, every time the target damages you, it can't Observe you until the end of its turn. - **Critical Failure** As success, and for an unlimited duration, the first time each round the target damages a creature, it can't Observe that creature until the end of its turn. If it damages several creatures at once, the creature it can't perceive is chosen randomly among those creatures. ---- -# `=this.name` -==curse== | ==emotion== | ==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Bound in Death.md b/content/Mechanics/Spells/Spells/Level 6/Bound in Death.md deleted file mode 100644 index 03f0cc8a5..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Bound in Death.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Bound in Death -alias: Bound in Death -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 6 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 enemy -source: "Pathfinder #186: Ghost King's Rage" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - uncommon - - curse - - necromancy -components: - - somatic - - verbal -description: > - You tether another creature's spirit to your own, shunting part of the damage dealt to you onto one of your foes. You create a life link between yourself and the target. Each time an effect damages you, the target attempts a Will save, which can cause it to take part of the damage, as detailed below. The spell ends if the target is ever more than 120 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. - Each time you sustain this spell, you can choose to deal 6d8 damage to yourself, which can be reduced with bound in death as normal. - - **Critical Success** The damage you take is unaffected, and the spell ends. - **Success** The damage you take is unaffected, and the target can't take damage from bound in death for 1 round. - **Failure** The target takes half the damage of the effect instead of you, then can't take damage from bound in death for 1 round. Apply any immunity, resistances, or weaknesses you have to the damage before halving it, and the target still applies any immunity, resistances, weaknesses, and the like it has. - **Critical Failure** The target takes half the damage of the effect. - - **Heightened (+2)** The damage you can choose to deal to yourself each time you sustain the spell increases by 3d8. ---- -# `=this.name` -==uncommon== | ==curse== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Cast into Time.md b/content/Mechanics/Spells/Spells/Level 6/Cast into Time.md deleted file mode 100644 index a3f9d9021..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Cast into Time.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Cast into Time -alias: Cast into Time -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: divination -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 15-foot cone -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: false -traits: - - common - - divination -components: - - somatic - - verbal -description: > - You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey can feel like it lasts for minutes or even days, the targets reappear instantly. Witnessing this chaotic flow of time and being bashed against objects from different times deals the targets 5d8 mental damage and 5d6 bludgeoning damage, with a Fortitude save. A creature that falls into time disappears until the end of your turn. It then reappears in the same space it left; if that space is occupied, it appears in the nearest empty space, chosen by the GM. - - **Critical Success** The creature is unaffected. - **Success** The creature falls into time. When it returns, it takes half damage. - **Failure** The creature falls into time. When it returns, it takes full damage and is [[Sickened]] 1. - **Critical Failure** The creature falls into time. When it returns, it takes double damage and is [[Sickened]] 2. - - **Heightened (+1)** The bludgeoning damage increase by 2d6. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Chain Lightning.md b/content/Mechanics/Spells/Spells/Level 6/Chain Lightning.md deleted file mode 100644 index b11b46d02..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Chain Lightning.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Chain Lightning -alias: Chain Lightning -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 6 -school: evocation -type: save -traditions: [arcane, primal] -deities: Dagon, Hei Feng, Ranginori -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -target: 1 creature, plus any number of additional creatures -source: "Pathfinder Core Rulebook" -save: reflex -basic: true -traits: - - common - - electricity - - evocation -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 1d12. ---- -# `=this.name` -==electricity== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Chromatic Image.md b/content/Mechanics/Spells/Spells/Level 6/Chromatic Image.md deleted file mode 100644 index 9bf8dbe04..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Chromatic Image.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Chromatic Image -alias: Chromatic Image -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: illusion -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - visual - - illusion -components: - - somatic - - verbal -description: > - You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effects of [[Mirror Image]], except that whenever a foe destroys one of the images, roll 1d4{1d4} to see which color the image was when it was destroyed. The attacker takes the corresponding effect. - - Red 5 fire damage and 5 mental damage. - Orange 5 acid damage and 5 mental damage. - Yellow 5 electricity damage and 5 mental damage. - Green 5 poison damage and 5 mental damage, plus it's [[Frightened]] 1. ---- -# `=this.name` -==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Collective Transposition.md b/content/Mechanics/Spells/Spells/Level 6/Collective Transposition.md deleted file mode 100644 index 1413682a7..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Collective Transposition.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Collective Transposition -alias: Collective Transposition -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: conjuration -type: save -traditions: [arcane, occult] -deities: Andoletta, Bolka -bloodline: shadow -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -target: up to 2 creatures -area: 30-foot emanation -source: "Pathfinder Core Rulebook" -save: will -basic: false -traits: - - common - - teleportation - - conjuration -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target can teleport if it wants, but it chooses the destination within range. - **Success** The target is unaffected. - **Failure** You teleport the target and choose its destination. - - **Heightened (+1)** The number of targets increases by 1. ---- -# `=this.name` -==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Daemon Form.md b/content/Mechanics/Spells/Spells/Level 6/Daemon Form.md deleted file mode 100644 index bb15c6de7..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Daemon Form.md +++ /dev/null @@ -1,73 +0,0 @@ ---- -name: Daemon Form -alias: Daemon Form -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine -level: 6 -school: transmutation -type: utility -traditions: [arcane, divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - evil - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the daemon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. - You gain the following statistics and abilities regardless of the form that you choose: - - AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. - 15 temporary Hit Points and weakness 5 to good. - A +2 status bonus to all saving throws against death effects. - Resistance 10 to poison. - Darkvision. - One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +21, 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. - Athletics modifier of +23, unless your own modifier is higher. - - You also gain specific abilities based on the type of Daemon you choose: - - **Ceustodaemon** - Speed 25 feet; - Melee 1 jaws ([[reach]] 10 feet), Damage 2d10+10 piercing plus 1d6 evil; - Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 2d6 slashing plus 1d6 evil; - Any successful jaws or claw Strike deals an additional 1d6 damage, and you take the same amount of damage. - - **Leukodaemon** - Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases; - Melee 1 jaws ([[reach]] 10 feet), Damage 2d10+10 piercing plus 1d6 evil; - Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 2d6 slashing plus 1d6 evil; - Ranged 1 composite longbow ([[deadly]] d10, range increment 100 feet, [[volley]]), Damage 2d8 piercing plus 1d6 evil. - - **Meladaemon** - Speed 25 feet, fly 40 feet; - Melee1 jaws ([[reach]] 10 feet), Damage 2d10+10 piercing plus 1d6 evil; - Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 1d8 slashing plus 1d6 evil and 1d6 negative, and you can spend an action after a hit to Grab the target. - - **Piscodaemon** - Speed 25 feet, swim 40 feet; - Melee 1 claw, Damage 2d10+10 piercing plus 1d6 evil and 1d6 persistent bleed, and you can spend an action after a hit to Grab the target; - Melee 1 tentacle ([[agile]]), Damage 2d6 bludgeoning plus 1d6 evil and 1d6 poison. - ---- -# `=this.name` -==evil== | ==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Demon Form.md b/content/Mechanics/Spells/Spells/Level 6/Demon Form.md deleted file mode 100644 index e3135c7d0..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Demon Form.md +++ /dev/null @@ -1,74 +0,0 @@ ---- -name: Demon Form -alias: Demon Form -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine -level: 6 -school: transmutation -type: utility -traditions: [arcane, divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - chaotic - - evil - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the demon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. - You gain the following statistics and abilities regardless of the form that you choose: - - AC = 20 + your level. Ignore your armor check's penalty and Speed reduction. - 30 temporary Hit Points, weakness 5 to cold iron, and weakness 5 to good. - Darkvision. - One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +22, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. - Athletics modifier of +23, unless your own modifier is higher. - - You also gain specific abilities based on the type of demon you choose: - - **Babau** - Speed 25 feet; - Melee 1 longspear ([[reach]] 10 feet), Damage 2d8+10 piercing plus 1d6 evil; - Melee 1 jaws, Damage 2d10 piercing plus 1d6 evil; - Melee 1 claw ([[agile]]), Damage 2d4 slashing plus 1d6 evil; - all Strikes deal 2d6 additional precision damage to [[Flat-Footed]] creatures. - - **Hezrou** - Speed 30 feet, swim 30 feet; - Melee 1 jaws ([[reach]] 10 feet), Damage 2d12+10 piercing plus 1d6 evil, and you can spend an action after a hit to Grab the target; - Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 2d8 slashing plus 1d6 evil. - - **Nabasu** - Speed 25 feet, fly 40 feet; - - Melee 1 jaws, Damage 2d10+10 piercing plus 1d6 evil; - Melee 1 claw ([[agile]]), Damage 2d6 slashing plus 1d6 evil. - - **Vrock** - Speed 25 feet, fly 35 feet; resistance 10 to electricity; - Melee 1 beak, Damage 2d8+10 piercing plus 1d6 evil; - Melee 1 claw ([[agile]]), Damage 2d6 slashing plus 1d6 evil; - Melee 1 talon ([[agile]]), Damage 2d6 slashing plus 1d6 evil. - ---- -# `=this.name` -==chaotic== | ==evil== | ==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Devil Form.md b/content/Mechanics/Spells/Spells/Level 6/Devil Form.md deleted file mode 100644 index 137aa7596..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Devil Form.md +++ /dev/null @@ -1,74 +0,0 @@ ---- -name: Devil Form -alias: Devil Form -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine -level: 6 -school: transmutation -type: utility -traditions: [arcane, divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - evil - - lawful - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the devil and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. - You gain the following statistics and abilities regardless of the form that you choose: - - AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. - 5 temporary Hit Points, resistance 5 to physical damage (except silver), and weakness 5 to good. - Resistance 10 to fire. - Darkvision. - One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +20, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. - Athletics modifier of +23, unless your own modifier is higher. - - You also gain specific abilities based on the type of devil you choose: - - **Barbazu** - Speed 35 feet; - Melee 1 glaive ([[deadly]] d8, [[forceful]], [[reach]] 10 feet), Damage 2d8+10 slashing plus 1d6 evil and 1d6 persistent bleed; - Melee 1 beard, Damage 3d8 piercing plus 1d6 evil; - Melee 1 claw ([[agile]]), Damage 3d6 slashing plus 1d6 evil. - - **Erinys** - Speed 25 feet, fly 40 feet; - Melee 1 longsword ([[versatile]] P), Damage 1d8+10 slashing plus 1d6 evil and 1d6 fire; - Ranged 1 composite longbow (deadl[[y d10, range increment 100 feet, [[volley]]), Damage 1d8 piercing plus 1d6 evil and 1d6 fire. - - **Osyluth** - Speed 35 feet, fly 30 feet; - Melee 1 jaws, Damage 2d10+10 piercing plus 1d6 evil; - Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 2d6 slashing plus 1d6 evil; - Melee 1 stinger ([[reach]] 15 feet), Damage 1d10 piercing plus 1d6 evil and 1d6 poison; - Ranged 1 bone shard (range increment 30 feet), Damage 2d6 piercing plus 1d6 evil. - - **Sarglagon** - Speed 25 feet, fly 25 feet, swim 30 feet; - Melee 1 fangs, Damage 2d10+10 piercing plus 1d6 evil; - Melee 1 tentacle arm ([[agile]]), Damage 1d8 bludgeoning plus 1d6 evil and 1d6 poison. - ---- -# `=this.name` -==evil== | ==lawful== | ==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Disintegrate.md b/content/Mechanics/Spells/Spells/Level 6/Disintegrate.md deleted file mode 100644 index d0fcdf881..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Disintegrate.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Disintegrate -alias: Disintegrate -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane -level: 6 -school: evocation -type: attack -traditions: [arcane] -deities: Kerkamoth, Rovagug, Set, Sorrow's Sword -bloodline: demonic, imperial, phoenix -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature or unattended object -source: "Pathfinder Core Rulebook" -save: fortitude -basic: true -traits: - - common - - attack - - evocation -components: - - somatic - - verbal -description: > - You fire a green ray at your target. Make a spell attack. On a hit, 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. - - **Heightened (+1)** The damage increases by 2d10. ---- -# `=this.name` -==attack== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Dominate.md b/content/Mechanics/Spells/Spells/Level 6/Dominate.md deleted file mode 100644 index c8a5de10c..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Dominate.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Dominate -alias: Dominate -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Droskar, Lissala, The Godclaw, Zura -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -save: will -basic: false -traits: - - uncommon - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** The target is [[Stunned]] 1 as it fights off your commands. - **Failure** You control the target. It gains the [[Controlled]] condition, but it can attempt a Will save at the end of each of its turns. On a success, the spell ends. - **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. - - **Heightened (10th)** The duration is unlimited. ---- -# `=this.name` -==uncommon== | ==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Dragon Form.md b/content/Mechanics/Spells/Spells/Level 6/Dragon Form.md deleted file mode 100644 index edf47b34d..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Dragon Form.md +++ /dev/null @@ -1,135 +0,0 @@ ---- -name: Dragon Form -alias: Dragon Form -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 6 -school: transmutation -type: utility -traditions: [arcane, primal] -deities: Apsu, Dahak, Lady Nanbyo, Sturovenen, Uvuko -bloodline: draconic -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - - somatic - - verbal -description: > - 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. - You gain the following statistics and abilities regardless of which battle form you choose: - - AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. - 10 temporary Hit Points. - Speed 40 feet, fly Speed 100 feet. - Resistance 10 against the damage type of your breath weapon (see below). - Darkvision and imprecise scent 60 feet. - One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. - Athletics modifier of +23, unless your own modifier is higher. - 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 [[/br 1d4 #rounds]]{1d4 rounds}. Your breath weapon has the trait corresponding to the type of damage it deals. - - You also gain specific abilities based on the type of dragon: - - **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. - - **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. - - **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. - - **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. - - **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. - - **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. - - **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). - - **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 wing (reach 10 feet), Damage 3d8 bludgeoning; - Breath weapon 30-foot cone, 10d6 fire. - - **Silver** - cloud walk; - 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. - - **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. - - **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. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Elemental Confluence.md b/content/Mechanics/Spells/Spells/Level 6/Elemental Confluence.md deleted file mode 100644 index 5c5316000..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Elemental Confluence.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Elemental Confluence -alias: Elemental Confluence -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 6 -school: conjuration -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 60 feet -area: 10-foot burst -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -traits: - - common - - air - - earth - - fire - - water - - conjuration -components: - - material - - somatic - - verbal -description: > - You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are concealed, and all creatures outside the confluence are concealed to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. - - Air (air, electricity) The elemental looses a bolt of electricity from the confluence, dealing 4d4 electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence. - Earth (earth) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round. - Fire (fire) Flames roar through the confluence, dealing 1d6 persistent fire damage to those partially or entirely inside the confluence. - Water (attack, water) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. The water deals 4d6 bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty. ---- -# `=this.name` -==air== | ==earth== | ==fire== | ==water== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Feeblemind.md b/content/Mechanics/Spells/Spells/Level 6/Feeblemind.md deleted file mode 100644 index 599db5dc3..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Feeblemind.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Feeblemind -alias: Feeblemind -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Abraxas, Arazni, Gyronna, Lorthact, Valmallos -bloodline: aberrant -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: varies -save: will -basic: false -traits: - - common - - curse - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - You drastically reduce the target's mental faculties. The target must attempt a Will save. The effects of this curse can be removed only through remove curse or another effect that targets curses. - - **Critical Success** The target is unaffected. - **Success** The target is [[Stupefied]] 2 for 1 round. - **Failure** The target is [[Stupefied]] 4 with an unlimited duration. - **Critical Failure** The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as -5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control. ---- -# `=this.name` -==curse== | ==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Field of Life.md b/content/Mechanics/Spells/Spells/Level 6/Field of Life.md deleted file mode 100644 index d740166f7..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Field of Life.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Field of Life -alias: Field of Life -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 6 -school: necromancy -type: heal -traditions: [divine, primal] -lesson: lesson of renewal -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -area: 20-foot burst -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - healing - - positive - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Heightened (8th)** The healing and damage increase to 1d10. - **Heightened (9th)** The healing and damage increase to 1d12. ---- -# `=this.name` -==healing== | ==positive== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Lesson**: `=this.lesson` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Fire Seeds.md b/content/Mechanics/Spells/Spells/Level 6/Fire Seeds.md deleted file mode 100644 index 34ce8b295..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Fire Seeds.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Fire Seeds -alias: Fire Seeds -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 6 -school: evocation -type: save -traditions: [primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: reflex -basic: true -traits: - - common - - fire - - plant - - evocation -components: - - somatic - - verbal -description: > - 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. - - **Heightened (8th)** The burst's damage increases to 5d6, and the continuing flames damage increases to 3d6 fire damage. - **Heightened (9th)** The burst's damage increases to 6d6, and the continuing flames damage increases to 3d6. ---- -# `=this.name` -==fire== | ==plant== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Flame Vortex.md b/content/Mechanics/Spells/Spells/Level 6/Flame Vortex.md deleted file mode 100644 index 0c4c3ca50..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Flame Vortex.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Flame Vortex -alias: Flame Vortex -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 6 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 5-foot emanation -source: "Pathfinder Secrets of Magic" -save: reflex -basic: true -traits: - - common - - air - - fire - - evocation -components: - - material - - somatic - - verbal -description: > - Area 5-foot radius, 40-foot tall cylinder - - You combine a blazing inferno and air currents into a fiery vortex. You can Cast this Spell only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex are difficult terrain for flying creatures. - All creatures in the area take 3d4 bludgeoning damage and 3d6 fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round. - - **Heightened (+2)** The vortex deals an additional 1d4 bludgeoning damage and 1d6 fire damage. ---- -# `=this.name` -==air== | ==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Flesh to Stone.md b/content/Mechanics/Spells/Spells/Level 6/Flesh to Stone.md deleted file mode 100644 index 004c4b90a..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Flesh to Stone.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Flesh to Stone -alias: Flesh to Stone -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 6 -school: transmutation -type: save -traditions: [arcane, primal] -deities: Ayrzul, Dispater, Stag Mother of the Forest of Stones -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature made of flesh -source: "Pathfinder Core Rulebook" -duration: varies -save: fortitude -basic: false -traits: - - common - - transmutation -components: - - somatic - - verbal -description: > - You try to turn the target's flesh into stone. The target must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target is [[Slowed]] 1 for 1 round. - **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 permanently non-magically [[Petrified]]. The spell ends if the creature is Petrified or the Slowed condition is removed. - **Critical Failure** As failure, but the target is initially [[Slowed]] 2. ---- -# `=this.name` -==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Gray Shadow.md b/content/Mechanics/Spells/Spells/Level 6/Gray Shadow.md deleted file mode 100644 index f4e08f802..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Gray Shadow.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Gray Shadow -alias: Gray Shadow -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/necromancy - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 6 -school: necromancy -type: utility -traditions: [divine] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -target: 1 dying creature -source: "Pathfinder #171: Hurricane's Howl" -duration: sustained, up to 1 minute -traits: - - uncommon - - shadow - - necromancy -components: - - somatic - - verbal -description: > - You pray over a dying creature, drawing its shadow into your service as long as its owner is stooped at death's door. - You summon a [[Greater Shadow]] in a space adjacent to the dying creature. The greater shadow has its usual stats, with the following modifications: - - The greater shadow's shadow hand Strike deals an additional 1d8 poison damage. - When you Cast a Spell, you can use the greater shadow's location as the origin point instead of your own location. Upon doing so, the greater shadow immediately disappears. If the dying creature targeted by this spell dies or regains consciousness, the greater shadow disappears and this spell ends. - ---- -# `=this.name` -==uncommon== | ==shadow== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Hag's Fruit.md b/content/Mechanics/Spells/Spells/Level 6/Hag's Fruit.md deleted file mode 100644 index 5cdbb2782..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Hag's Fruit.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Hag's Fruit -alias: Hag's Fruit -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/transmutation - - pf2e/spelltype/save - - pf2e/tradition/primal - - pf2e/tradition/occult -level: 6 -school: transmutation -type: save -traditions: [primal, occult] -time: 1 minute -pf2etime: "" -range: touch -target: 1 non-magical fruit -source: "Pathfinder #182: Graveclaw" -duration: 1 day -save: fortitude -basic: false -traits: - - uncommon - - curse - - incapacitation - - necromancy - - sleep - - transmutation -components: - - material - - somatic - - verbal -description: > - You imbue a single piece of fruit with a curse that leaves its victims in a magical sleep. The first person to eat the fruit within the spell's duration is subject to the Curse of Slumber, using your spell DC as the saving throw DC of the curse. - - **Curse of Slumber (curse, incapacitation, necromancy, sleep) Level 11** - **Effect** You fall asleep for 1 round (or permanently on a critical failure) and seem to be dead; a creature must succeed at a DC 30 Medicine check to realize you're alive. Noise doesn't awaken you, but taking damage gives you a new saving throw against the curse. ---- -# `=this.name` -==uncommon== | ==curse== | ==incapacitation== | ==necromancy== | ==sleep== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Halcyon Infusion.md b/content/Mechanics/Spells/Spells/Level 6/Halcyon Infusion.md deleted file mode 100644 index bc342a329..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Halcyon Infusion.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Halcyon Infusion -alias: Halcyon Infusion -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/divination - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 6 -school: divination -type: attack -traditions: [arcane, primal] -time: 10 minutes -pf2etime: "" -range: touch -target: one willing creature of lower level than you -source: "Pathfinder Lost Omens: Legends" -duration: until your next daily preparations -traits: - - rare - - mental - - divination -components: - - material - - somatic - - verbal -description: > - You infuse magical energy into your target, opening up their mind to the pathways of magic and granting them the ability to use magic to affect the world around them. - Choose a 1st-level spell you prepared today or that's in your repertoire, of the same tradition you used to cast halcyon infusion. The spell must be one that has a listed range. If the target is at least 3rd level, you can choose a 2nd-level spell instead of a 1st-level spell; and if the target is at least 5th level, you can choose a 3rd-level spell. The target can Cast the Spell once per day as an innate spell of the tradition you used to cast halcyon infusion. If they are untrained in the appropriate magical tradition, their spell attack bonus is 2 + their level + their highest mental ability modifier, and their spell DC is 12 + their level + their highest mental ability modifier. - Unlike most abilities that can only be used once per day, the target refreshes their use of the granted innate spell each day only after you make your daily preparations and choose to extend halcyon infusion's duration by either refraining from preparing a spell in the slot (if you're a prepared spellcaster) or expending another spell slot (if you're a spontaneous spellcaster). - - **Heightened (8th)** If the target is at least 7th level, you can choose a 4th-level spell. - **Heightened (10th)** As 8th, and if the target is at least 9th level, you can choose a 5th-level spell. ---- -# `=this.name` -==rare== | ==mental== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Mantle of Heaven's Slopes.md b/content/Mechanics/Spells/Spells/Level 6/Mantle of Heaven's Slopes.md deleted file mode 100644 index 7e568c1d1..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Mantle of Heaven's Slopes.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Mantle of Heaven's Slopes -alias: Mantle of Heaven's Slopes -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 6 -school: transmutation -type: utility -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder #183: Field of Maidens" -duration: 1 minute -traits: - - uncommon - - good - - lawful - - morph - - transmutation -components: - - somatic -description: > - You surround yourself in a mantle of heavenly power, invoking the power of the layers of the celestial mountain above. Your body warps and morphs into an angelic form, made of Heaven's light. Upon Casting this Spell, pick two different options below. As a single action, which has the concentrate trait, you can lose one of the options you chose and select a different one (you don't benefit from having the same option selected twice at the same time). - - Threshold's Walls Glimmering barriers form around you. You gain cover from the barriers. - Proelera's Arsenal Shimmering silver pikes surround you, imposing your might on those who would oppose you. You gain an arsenal unarmed attack, which has the reach and shove traits, in the polearm group. Your arsenal attack deals 1d10 piercing damage as its base damage, plus an additional 1d8 good damage, and counts as silver. - Clarion's Sanctity Your eyes glow with golden light, seeing that which others prefer remain unseen. You gain a +2 status bonus on checks to Recall Knowledge and Sense Motive, and when you succeed at a check to Recall Knowledge about a creature you can see, you can attempt to Sense its Motive as a free action. - Requius's Rest Your hands glow with soft white energy that spreads to your wounds. You gain fast healing 2. - Illumis's Parlance Your voice echoes like a trumpet. You can be heard clearly up to 200 feet away when you speak, if you choose to project your voice. - Iuidica's Verdict Your body pulses with scarlet light, pushing away those judged to be against you. As a free action triggered by succeeding at a Strike, you can attempt to Shove the creature you hit. ---- -# `=this.name` -==uncommon== | ==good== | ==lawful== | ==morph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Mislead.md b/content/Mechanics/Spells/Spells/Level 6/Mislead.md deleted file mode 100644 index 30e9b0af0..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Mislead.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Mislead -alias: Mislead -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Asmodeus, Baalzebul, Calistria, Dhalavei, Nalinivati, Nyarlathotep (The Crawling Chaos), Thamir, The Freeing Flame, Yaezhing -bloodline: fey -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - illusion -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Necrotize.md b/content/Mechanics/Spells/Spells/Level 6/Necrotize.md deleted file mode 100644 index fad4a26ac..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Necrotize.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Necrotize -alias: Necrotize -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 6 -school: necromancy -type: save -traditions: [arcane, divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 living creature -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: false -traits: - - common - - negative - - necromancy -components: - - somatic - - verbal -description: > - You necrotize part of a creature's body, harming it and debilitating it as its body putrefies, mimicking the natural process of decay. The target takes 12d6 negative damage and one of the following debilitations; roll 1d4 to randomly determine which. The effects depend on its Fortitude save. - - Bones The target's bones necrotize and become spongy and weak, giving it weakness 3 to bludgeoning damage. - Joints The target's joints necrotize, making its movements ungainly and clumsy. It becomes [[Clumsy]] 1. - Legs The target's legs necrotize, as well as any other limbs associated with forms of movement, making it harder for the creature to move. The target takes a -10-foot status penalty to its Speeds. - Muscles The target's muscles necrotize, rotting away. The target becomes [[Enfeebled]] 1. - - **Critical Success** The target is unaffected. - **Success** The target takes half damage and the debilitation lasts until the end of your next turn. - **Failure** The target takes full damage and the debilitation lasts for 1 minute. - **Critical Failure** The target takes double damage, and you can pick a second debilitation to apply, in addition to the one you rolled randomly. Both debilitations last for 1 minute. - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Phantasmal Calamity.md b/content/Mechanics/Spells/Spells/Level 6/Phantasmal Calamity.md deleted file mode 100644 index 751701d4d..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Phantasmal Calamity.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Phantasmal Calamity -alias: Phantasmal Calamity -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: illusion -type: save -traditions: [arcane, occult] -deities: Imot, Zyphus -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -area: 30-foot burst -source: "Pathfinder Core Rulebook" -save: will -basic: true -traits: - - common - - mental - - illusion -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Poltergeist's Fury.md b/content/Mechanics/Spells/Spells/Level 6/Poltergeist's Fury.md deleted file mode 100644 index fead2c213..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Poltergeist's Fury.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Poltergeist's Fury -alias: Poltergeist's Fury -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: evocation -type: save -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -area: 20-foot emanation -source: "Pathfinder Dark Archive" -duration: sustained up to 1 minute -save: reflex -basic: true -traits: - - common - - evocation -components: - - material - - somatic - - verbal -description: > - Your fury spills over in a telekinetic storm of terrifying proportions. Any loose, unattended objects of 1 Bulk or less within range are picked up and begin to orbit you at breathtaking speeds. All creatures in the area take 6d4 piercing damage with a basic Reflex save. Each time you Sustain the Spell, you can increase the radius of the storm by 10 feet, to a maximum of 100 feet. The storm moves with you and provides you with lesser cover, though you can't use this cover to Hide or Sneak. Allies within the storm who roll a success on their Reflex save against your poltergeist's fury get a critical success instead, as you attempt to avoid hitting them. - - **Heightened (+1)** The damage increases by 1d4{1d4}. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Purple Worm Sting.md b/content/Mechanics/Spells/Spells/Level 6/Purple Worm Sting.md deleted file mode 100644 index 61fe284b7..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Purple Worm Sting.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Purple Worm Sting -alias: Purple Worm Sting -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 6 -school: necromancy -type: save -traditions: [arcane, primal] -deities: Ragadahn, Selket, Ydersius -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - poison - - necromancy -components: - - somatic - - verbal -description: > - You replicate the attack of a deadly purple worm. You deal 3d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target takes 3d6 poison damage. - **Failure** The target is afflicted with purple worm venom at stage 1. - **Critical Failure** The target is afflicted with purple worm venom at stage 2. - - **Purple Worm Venom (poison) Level 11** - Maximum Duration 6 rounds. - Stage 1 3d6 poison damage and [[Enfeebled]] 2 (1 round) - Stage 2 4d6 poison damage and [[Enfeebled]] 2 (1 round) - Stage 3 6d6 poison damage and [[Enfeebled]] 2 (1 round). ---- -# `=this.name` -==poison== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Raise Dead.md b/content/Mechanics/Spells/Spells/Level 6/Raise Dead.md deleted file mode 100644 index 0f75d32d2..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Raise Dead.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Raise Dead -alias: Raise Dead -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine -level: 6 -school: necromancy -type: heal -traditions: [divine] -lesson: lesson of death -time: 10 minutes -pf2etime: "" -range: 10 feet -target: 1 dead creature of 13th level or lower -source: "Pathfinder Core Rulebook" -pfsnote: All characters have access to raise dead -cost: diamonds worth a total value of the target's level (minimum 1) × 200 gp -traits: - - uncommon - - healing - - necromancy -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (7th)** The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp. - **Heightened (8th)** The maximum level of the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp. - **Heightened (9th)** The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp. - **Heightened (10th)** The maximum level of the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp. ---- -# `=this.name` -==uncommon== | ==healing== | ==necromancy== - -*Source* `=this.source` -**Note** `=this.pfsnote` -**Traditions** `=this.traditions` -**Lesson**: `=this.lesson` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Cost** `=this.cost` -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Ravenous Darkness.md b/content/Mechanics/Spells/Spells/Level 6/Ravenous Darkness.md deleted file mode 100644 index d356a2c3e..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Ravenous Darkness.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Ravenous Darkness -alias: Ravenous Darkness -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/necromancy - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 6 -school: necromancy -type: attack -traditions: [arcane, divine, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder #186: Ghost King's Rage" -duration: 1 minute -traits: - - uncommon - - darkness - - necromancy -components: - - material - - somatic - - verbal -description: > - You create a shroud of magical darkness that feeds on those inside it. This globe of pure darkness is identical to that created by a 4th-level [[Darkness]] spell. Blunt, gnashing teeth made of shadows gnaw at the creatures within. Make a spell attack roll against the Fortitude DC of each creature in the area. Any creature that fails takes 4d6 bludgeoning damage as teeth attach to it. While the teeth are attached, it takes a –10-foot circumstance penalty to its Speeds and can't Step. Whenever a creature ends its turn in the area, the teeth attempt to attach to that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature they're already attached to. The shadowy teeth become unattached from any creature that leaves the area but can't otherwise be detached from a creature while that creature remains in the area. You can Dismiss the spell. ---- -# `=this.name` -==uncommon== | ==darkness== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Repulsion.md b/content/Mechanics/Spells/Spells/Level 6/Repulsion.md deleted file mode 100644 index 42170bb2d..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Repulsion.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Repulsion -alias: Repulsion -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 6 -school: abjuration -type: save -traditions: [arcane, divine, occult] -bloodline: elemental, nymph, wyrmblessed -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: emanation up to 40-feet -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: will -basic: false -traits: - - common - - aura - - mental - - abjuration -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The creature's movement is not restricted. - **Success** The creature treats each square in the area as difficult terrain when moving closer to you. - **Failure** The creature can't move closer to you within the area. ---- -# `=this.name` -==aura== | ==mental== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Righteous Might.md b/content/Mechanics/Spells/Spells/Level 6/Righteous Might.md deleted file mode 100644 index 31ac55a40..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Righteous Might.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Righteous Might -alias: Righteous Might -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 6 -school: transmutation -type: utility -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. - You gain the following statistics and abilities: - - AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. - 10 temporary Hit Points. - Speed 40 feet. - Resistance 3 against physical damage. - Darkvision. - 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. - Athletics modifier of +23, unless your own modifier is higher. - - **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. - ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Scrying.md b/content/Mechanics/Spells/Spells/Level 6/Scrying.md deleted file mode 100644 index f5e2b7868..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Scrying.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Scrying -alias: Scrying -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: divination -type: save -traditions: [arcane, occult] -deities: Magdh -time: 10 minutes -pf2etime: "" -range: planetary -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: sustained up to 10 minutes -save: will -basic: false -traits: - - uncommon - - scrying - - divination -components: - - material - - somatic - - verbal -description: > - You magically spy on a creature of your choice. Scrying works like [[Clairvoyance]], except that the image you receive is less precise, insufficient 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. - - **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. - **Success** The spell fails and the target is temporarily immune for 1 day. - **Failure** The spell succeeds. - **Critical Failure** The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round. ---- -# `=this.name` -==uncommon== | ==scrying== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Speak with Stones.md b/content/Mechanics/Spells/Spells/Level 6/Speak with Stones.md deleted file mode 100644 index 1c0818c1f..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Speak with Stones.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Stone Tell -alias: Stone Tell -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 6 -school: evocation -type: utility -traditions: [divine, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - uncommon - - earth - - evocation -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==earth== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Spellwrack.md b/content/Mechanics/Spells/Spells/Level 6/Spellwrack.md deleted file mode 100644 index 928ffbc28..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Spellwrack.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Spellwrack -alias: Spellwrack -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 6 -school: abjuration -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -save: will -basic: false -traits: - - common - - curse - - force - - abjuration -components: - - somatic - - verbal -description: > - You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save. - - **Critical Success** The target is unaffected. - **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. - **Failure** As success, but the curse and Persistent Damage do not end on their own. - **Critical Failure** As failure, but the persistent force damage is 4d12 persistent force damage. ---- -# `=this.name` -==curse== | ==force== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Spirit Blast.md b/content/Mechanics/Spells/Spells/Level 6/Spirit Blast.md deleted file mode 100644 index 136b07050..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Spirit Blast.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Spirit Blast -alias: Spirit Blast -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 6 -school: necromancy -type: save -traditions: [divine, occult] -bloodline: psychopomp -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -save: fortitude -basic: true -traits: - - common - - force - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==force== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Suffocate.md b/content/Mechanics/Spells/Spells/Level 6/Suffocate.md deleted file mode 100644 index 48312ecfb..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Suffocate.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Suffocate -alias: Suffocate -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/evocation - - pf2e/spelltype/save -level: 6 -school: evocation -type: save -traditions: [] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 living creature that needs to breathe -source: "Pathfinder #186: Ghost King's Rage" -duration: sustained up to 1 minute -save: fortitude -basic: false -traits: - - uncommon - - incapacitation - - nonlethal - - evocation -components: - - somatic - - verbal -description: > - You forcefully and cruelly draw the living breath from a creature's lungs, dealing 4d8 bludgeoning damage. The creature must attempt a Fortitude save. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage. For the duration, the creature must hold its breath or suffocate. - **Critical Failure** The creature takes double damage, and all the air is pulled from the creature's lungs. The creature falls [[Unconscious]] and starts suffocating for the duration. - - **Heightened (9th)** You can target up to 5 creatures. ---- -# `=this.name` -==uncommon== | ==incapacitation== | ==nonlethal== | ==evocation== - -*Source* `=this.source` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Suspended Retribution.md b/content/Mechanics/Spells/Spells/Level 6/Suspended Retribution.md deleted file mode 100644 index 2c98ec75c..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Suspended Retribution.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Suspended Retribution -alias: Suspended Retribution -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/divination - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 6 -school: divination -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder Dark Archive" -duration: 1 minute -save: reflex -basic: true -traits: - - common - - curse - - mental - - prediction - - divination -components: - - somatic - - verbal -description: > - All life dances one step from the precipice, one heartbeat from disaster. You open your eyes wide and see doom waiting in the wings, then invite it to step forward. A spectral omen of disaster appears above the target's head- traditionally, this is a downward-pointing sword, but some spellcasters report seeing a hangman's noose or a grinning skull instead. When you Cast this Spell, pick one of the following triggers. - - The target moves more than its Speed in a single round. - The target makes more than one Strike in a single round. - The target Casts a Spell. - The target uses a specific skill you name. - The target uses a specific ability you name. - - If the target takes the triggering action, the portent of doom activates-the sword strikes down, the noose loops around the target's neck, the skull bares its fangs-and the target takes 70 mental damage with a basic Reflex save. The target instinctively knows which action will trigger the omen and can ward off the omen by spending a total of 3 actions, which have the concentrate trait, to pray, make signs against doom, or similar apotropaic actions. These actions need not be consecutive. After the creature spends the actions, the spell ends. - - **Heightened (+1)** The damage increases by 10. ---- -# `=this.name` -==curse== | ==mental== | ==prediction== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Tangling Creepers.md b/content/Mechanics/Spells/Spells/Level 6/Tangling Creepers.md deleted file mode 100644 index a213ccce0..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Tangling Creepers.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Tangling Creepers -alias: Tangling Creepers -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 6 -school: conjuration -type: utility -traditions: [primal] -deities: Green Man, Osiris, Treerazer, Yuelral -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 500 feet -area: 40-foot burst -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - plant - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. Make a melee spell attack roll against the target; on a success, 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. ---- -# `=this.name` -==plant== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Teleport.md b/content/Mechanics/Spells/Spells/Level 6/Teleport.md deleted file mode 100644 index 643b50eab..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Teleport.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Teleport -aliases: - - Teleport -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: conjuration -type: utility -traditions: - - arcane - - occult -deities: Barzahk, Pulura -spelllist: elemental -time: 10 minutes -pf2etime: "" -range: 100 miles -target: you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature. -source: Pathfinder Core Rulebook -traits: - - uncommon - - teleportation - - conjuration -components: - - material - - somatic - - verbal -description: | - 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. - **Heightened (7th)** You and the other targets can travel to any location within 1,000 miles. **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. **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. **Heightened (10th)** As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy. ---- -# `=this.name` -==uncommon== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Temporal Ward.md b/content/Mechanics/Spells/Spells/Level 6/Temporal Ward.md deleted file mode 100644 index 30f1cb51d..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Temporal Ward.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Temporal Ward -alias: Temporal Ward -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 6 -school: abjuration -type: utility -traditions: [arcane, divine, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: touch -target: 1 container or doorway -source: "Pathfinder #173: Doorway to the Red Star" -duration: 10 minutes -save: will -basic: false -traits: - - rare - - abjuration -components: - - material - - somatic - - verbal -description: > - You ward a target doorway or container with a temporal trap that rewinds the personal timeline of creatures trying to open it. A creature attempting to open a warded doorway or container must attempt a Will save with the below results. - You can set a password for the ward. Any creature that attempts to open the target container, or to open or pass through the target doorway without speaking the password must attempt a save as normal. - The ward vanishes automatically once the spell's duration ends, but can be removed before then as if it were a magical trap, using your spell DC for both the Perception check to notice it and Thievery check to disable it. Both checks require the creature attempting them to have expert proficiency in order to succeed. - You can Dismiss temporal ward. The maximum number of temporal wards you can have active at a time is equal to your spellcasting ability modifier. - - **Critical Success** The creature is unaffected and opens the doorway or the container as normal. - **Success** The creature experiences a brief moment of déjà-vu in which they're convinced they already opened the door. They must use an additional action to open the door. If they can't or don't want to do so, the action or activity they used to open the door or container is wasted, and the door or container remains closed. - **Failure** The creature is thrown briefly backwards in time. The action or activity they used to open the door or container is wasted and they're returned to the position they were located at during the start of their turn. Their turn then ends. - **Critical Failure** As failure, but the temporal displacement also causes the creature to lose their bearings, making them [[Confused]] for 1 minute. - - **Heightened (10th)** The temporal ward has an unlimited duration, until it is counteracted, Dismissed, or Disarmed. ---- -# `=this.name` -==rare== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Unexpected Transposition.md b/content/Mechanics/Spells/Spells/Level 6/Unexpected Transposition.md deleted file mode 100644 index c28c1cc81..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Unexpected Transposition.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Unexpected Transposition -alias: Unexpected Transposition -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: conjuration -type: save -traditions: [arcane, occult] -time: reaction -pf2etime: "*⬲{ .Pathfinder }*" -trigger: You are targeted with an enemy's Strike -range: 30 feet -target: 1 creature other than the triggering enemy -source: "Pathfinder Secrets of Magic" -save: will -basic: false -traits: - - common - - teleportation - - conjuration -components: - - verbal -description: > - When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to unexpected transposition spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save. ---- -# `=this.name` -==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Vampiric Exsanguination.md b/content/Mechanics/Spells/Spells/Level 6/Vampiric Exsanguination.md deleted file mode 100644 index 912461dd1..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Vampiric Exsanguination.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Vampiric Exsanguination -alias: Vampiric Exsanguination -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 6 -school: necromancy -type: save -traditions: [arcane, divine, occult] -bloodline: undead -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot cone -source: "Pathfinder Core Rulebook" -save: fortitude -basic: true -traits: - - common - - death - - negative - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==death== | ==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Vibrant Pattern.md b/content/Mechanics/Spells/Spells/Level 6/Vibrant Pattern.md deleted file mode 100644 index e50c04537..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Vibrant Pattern.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Vibrant Pattern -alias: Vibrant Pattern -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: illusion -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 10-foot burst -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - common - - incapacitation - - visual - - illusion -components: - - material - - somatic -description: > - 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. - - **Success** The creature is unaffected. - **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. - **Critical Failure** The creature is Blinded for 1 minute. ---- -# `=this.name` -==incapacitation== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Wall of Force.md b/content/Mechanics/Spells/Spells/Level 6/Wall of Force.md deleted file mode 100644 index d77bdb347..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Wall of Force.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Wall of Force -alias: Wall of Force -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: evocation -type: utility -traditions: [arcane, occult] -deities: Casandalee, Gravelady's Guard, Grundinnar, Isis, Nethys -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - force - - evocation -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (+2)** The Hit Points of the wall increases by 20. ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Word of Revision.md b/content/Mechanics/Spells/Spells/Level 6/Word of Revision.md deleted file mode 100644 index 74e77fa58..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Word of Revision.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Word of Revision -alias: Word of Revision -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: divination -type: utility -traditions: [arcane, occult] -time: reaction -pf2etime: "*⬲{ .Pathfinder }*" -trigger: A creature within range fails or critically fails a saving throw or is reduced to 0 Hit Points -range: 60 feet -target: 1 creature -source: "Pathfinder Kingmaker" -traits: - - rare - - fortune - - divination -components: - - verbal -description: > - As all good writers know, you shouldn't kill off your protagonist before their story is complete. When you utter a word of revision, you alter the course of reality the instant it would otherwise have occurred, saving a creature from an unexpected or unwarranted fate. If the triggering creature failed its saving throw, it rerolls the saving throw. If the triggering creature critically failed its saving throw, it instead treats the result of that saving throw as a failure. If the triggering creature was reduced to 0 Hit Points, it remains at 1 Hit Point, and it still suffers any other debilitating effects that were associated with the source of the damage. In the case of a creature critically failing a saving throw or being reduced to 0 Hit Points simultaneously, you choose which of the two events to revise. - - Once a creature is affected by a word of revision, it's temporarily immune to further words of revision for 24 hours, as fate resists allowing even the most important of protagonists from avoiding doom too often! - - **Heightened (9th)** You can target up to 10 creatures within range. All targets must still individually qualify as triggering creatures. For example, if a dragon breathed fire on a group of your allies, only those who failed or critically failed their saving throw or those who were reduced to 0 Hit Points could be affected by this spell. ---- -# `=this.name` -==rare== | ==fortune== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Zealous Conviction.md b/content/Mechanics/Spells/Spells/Level 6/Zealous Conviction.md deleted file mode 100644 index bc0d3663a..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Zealous Conviction.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Zealous Conviction -alias: Zealous Conviction -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 6 -school: enchantment -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: up to 10 willing creatures -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - - **Heightened (9th)** The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3. ---- -# `=this.name` -==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Zero Gravity.md b/content/Mechanics/Spells/Spells/Level 6/Zero Gravity.md deleted file mode 100644 index da0e1d70c..000000000 --- a/content/Mechanics/Spells/Spells/Level 6/Zero Gravity.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Zero Gravity -alias: Zero Gravity -tags: - - pf2e/spell - - pf2e/spell/level_6 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 6 -school: evocation -type: utility -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -traits: - - uncommon - - evocation -components: - - material - - somatic - - verbal -description: > - Area 20-foot radius, 40-foot-tall cylinder - - You negate gravity's effects in the area. Creatures float in place unless they can Push Off a surface. Pushing Off is a single action which has the move trait, allowing the creature to move half its Speed in a straight line through the area. After Pushing Off a surface, the creature continues to move the same distance at the start of each of its turns until it leaves the area or Pushes Off against something else. A creature pushing against an untethered object of its size or smaller causes both the creature and the object to move at the same speed, but in opposite directions. Creatures who can levitate or fly can use those abilities to move around in the area without having to push off anything. Creatures who can't levitate or fly are usually on the ground, giving them a surface from which to push off. - You can Dismiss this spell. When zero gravity ends, all creatures and objects in the area fall back down. ---- -# `=this.name` -==uncommon== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Angel Form.md b/content/Mechanics/Spells/Spells/Level 7/Angel Form.md deleted file mode 100644 index 3db428fe9..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Angel Form.md +++ /dev/null @@ -1,70 +0,0 @@ ---- -name: Angel Form -alias: Angel Form -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 7 -school: transmutation -type: utility -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - good - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. The battle form is Small if you choose choral. While in this form, you gain the angel and celestial traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. - You gain the following statistics and abilities regardless of the form that you choose: - - AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. - 40 temporary Hit Points and weakness 10 to evil damage. - Darkvision. - One or more attacks specific to the battle form you choose. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the [[enfeebled]] condition, for example), and ranged attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. - Athletics modifier of +25, unless your own modifier is higher. - - You also gain specific abilities based on the type of angel you choose: - - **Balisse** - - Speed 30 feet, fly 40 feet; Perception modifier of +26 to detect lies and illusions unless your own modifier is higher; - Melee 1 scimitar ([[forceful]], [[sweep]]), Damage 2d6+12 slashing plus 1d6 fire and 1d6 good. - - **Choral** - - Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; - Melee 1 fist ([[agile]]), Damage 2d6+12 bludgeoning plus 1d6 good; - Ranged 1 piercing hymn (range 90 feet), Damage 1d6+12 sonic plus 1d6 good, and [[Deafened]] for 1 round on a critical hit. - - **Monadic Deva** - - Speed 30 feet, fly 40 feet; +2 status bonus on saves against death effects and effects that manipulate souls; - Melee 1 holy mace ([[shove]]), Damage 2d6+12 bludgeoning plus 1d6 force and 1d6 good. - - **Movanic Deva** - - Speed 30 feet, fly 40 feet; resistance 10 to negative; - Melee 1 bastard sword ([[two-hand]] d12), Damage 1d8+12 slashing plus 1d6 fire and 1d6 good. - - **Heightened (9th)** Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and Athletics +33. ---- -# `=this.name` -==good== | ==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Blightburn Blast.md b/content/Mechanics/Spells/Spells/Level 7/Blightburn Blast.md deleted file mode 100644 index 6303fd350..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Blightburn Blast.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Blightburn Blast -alias: Blightburn Blast -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 7 -school: evocation -type: save -traditions: [arcane, occult, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 15-foot cone -source: "Pathfinder #155: Lord of the Black Sands" -save: fortitude -basic: true -traits: - - uncommon - - disease - - evocation -components: - - somatic - - verbal -description: > - You channel a blast of powerful blightburn radiation from your hands. You deal 4d6 poison damage to creatures in the area. Creatures who fail their save are afflicted with stage 1 of blightburn sickness (on a critical failure, the creature moves immediately to stage 2). The level of blightburn sickness caused by this spell is equal to twice the spell's level, and the disease's save DC uses the caster's DC. - - **Blightburn Sickness (uncommon, disease) Level 15** - The ceiling of the vault of the Black Desert is studded with deadly crystals that glimmer like stars above the dark sands. These crystals are radioactive and flood the vault with lethal energy. Creatures other than those native to the vault or who have survived there for a long time develop a disease called blightburn sickness. - Creatures native to the Black Desert are immune, as are creatures who are affected by blightburn sickness but recover from it. The target can't recover from the disease's drained or sickened condition except by magic. - The surest way to avoid contracting blightburn sickness is by wearing a blightburn ward, a piece of protective jewelry often found among urdefhans' gear or for sale in Shraen. - Saving Throw DC 32 Fortitude - Onset 1d4 days - Stage 1 [[Drained]] 1 (1 day) - Stage 2 [[Drained]] 1 and [[Sickened]] 1 (1 day) - Stage 3 [[Drained]] 2 and [[Sickened]] 2 (1 week) - Stage 4 [[Drained]] 3 and [[Sickened]] 3 (1 month) - Stage 5 Drained increases by 1 (1 year) ---- -# `=this.name` -==uncommon== | ==disease== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Contingency.md b/content/Mechanics/Spells/Spells/Level 7/Contingency.md deleted file mode 100644 index 9316e69ea..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Contingency.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Contingency -alias: Contingency -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane -level: 7 -school: abjuration -type: utility -traditions: [arcane] -deities: Nalinivati, Valmallos -bloodline: phoenix -time: 10 minutes -pf2etime: "" -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - common - - abjuration -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (8th)** You can choose a spell of 5th level or lower. - **Heightened (9th)** You can choose a spell of 6th level or lower. - **Heightened (10th)** You can choose a spell of 7th level or lower. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Control Sand.md b/content/Mechanics/Spells/Spells/Level 7/Control Sand.md deleted file mode 100644 index fbf9c739e..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Control Sand.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Control Sand -alias: Control Sand -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 7 -school: evocation -type: utility -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 5-foot emanation -source: "Pathfinder #155: Lord of the Black Sands" -duration: sustained up to 1 minute -traits: - - uncommon - - earth - - evocation -components: - - somatic - - verbal -description: > - You whip up a small sandstorm around your body. When a creature starts its turn in the area or moves into the area, it must succeed at a Fortitude save or become dazzled for as long as it remains in the area; it is then temporarily immune to this dazzling effect for 10 minutes. - Choose one of the following additional effects when you cast this spell. On subsequent rounds, you can switch to a different effect once per round as a free action triggered by sustaining the spell. - - Sand Shield You create a magical shield made of sand. The sand shield provides no benefit to AC, but it does allow you to use the Shield Block reaction and acts as a shield for this purpose. The sand shield has Hardness 14, 21 Hit Points, and no Broken Threshold; when the shield's HP are reduced to 0, you can't use its Shield Block reaction again until the next time you Sustain the Spell and choose the sand shield effect. - Sandblast You direct a jet of sand at a single target. One creature of your choice within 30 feet takes 8d6 slashing damage (basic Reflex save). On a critical failure, the creature is also [[Dazzled]] for 1 minute. - Sandstorm The area of the spell expands to a 30-foot emanation, and any creature that starts its turn in the area or moves into the area takes 6d4 slashing damage (basic Reflex save) and must hold its breath or begin suffocating. ---- -# `=this.name` -==uncommon== | ==earth== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Corrosive Body.md b/content/Mechanics/Spells/Spells/Level 7/Corrosive Body.md deleted file mode 100644 index bc1e78f4b..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Corrosive Body.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Corrosive Body -alias: Corrosive Body -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 7 -school: transmutation -type: utility -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - acid - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 3d6 acid damage, and your unarmed attacks deal 1d4 additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain 3d6 temporary Hit Points as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid spells deal one additional die of acid damage (of the same damage die the spell uses). You can cast acid splash as an innate spell; the splash damage affects all creatures within 15 feet instead of the normal 5 feet. - - **Heightened (9th)** Creatures touching you take 4d6 acid damage instead of 3d6, your unarmed attacks deal 2d4 additional acid damage, and you gain 5d6 temporary Hit Points. ---- -# `=this.name` -==acid== | ==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Cosmic Form.md b/content/Mechanics/Spells/Spells/Level 7/Cosmic Form.md deleted file mode 100644 index 9612ec403..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Cosmic Form.md +++ /dev/null @@ -1,60 +0,0 @@ ---- -name: Cosmic Form -alias: Cosmic Form -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 7 -school: transmutation -type: utility -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. - You gain the following statistics and abilities regardless of the form that you choose: - - AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. - 20 temporary Hit Points. - Darkvision. - One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +25, and you use the listed damage. The melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and the ranged attacks are Dexterity based. If your unarmed attack modifier is higher, you can use it instead. - Athletics modifier of +25, unless your own is higher. - - You also gain specific abilities based on the stellar body: - - **Moon** Speed 30 feet, fly 50 feet; - - Melee 1 fist ([[agile]], [[reach]] 10 feet), Damage 2d4+10 bludgeoning plus 1d6 fire; - Ranged 1 moonbeam (range 90 feet), Damage 2d4+10 fire; this form's fire damage is silver for resistances, weaknesses, and the like; - On a critical hit with either Strike, the target is [[Stupefied]] 2 for 1 round. - - **Sun** Speed 30 feet, fly 50 feet; - - Melee 1 fist ([[agile]], [[reach]] 10 feet), Damage 2d6+10 fire plus 1d6 persistent fire; - Ranged 1 sunbeam (range 90 feet), Damage 1d6+10 fire plus 1d6 persistent fire; - On a critical hit with either Strike, the target is [[Dazzled]] for 1 round. - ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Curse of the Spirit Orchestra.md b/content/Mechanics/Spells/Spells/Level 7/Curse of the Spirit Orchestra.md deleted file mode 100644 index ac6b514b3..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Curse of the Spirit Orchestra.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Curse of the Spirit Orchestra -alias: Curse of the Spirit Orchestra -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 7 -school: conjuration -type: save -traditions: [occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder #185: A Taste of Ashes" -duration: varies -save: will -basic: false -traits: - - uncommon - - curse - - misfortune - - conjuration -components: - - somatic - - verbal -description: > - You summon an [[Invisible]], insubstantial group of extraplanar musicians who follow the target and play distracting music to hinder its actions. The music the musicians play is as inappropriate to the action as possible (for example, loud drumbeats as the target tries to Sneak or silly children's songs when the target tries to orate in a serious manner). The musicians can't be reasoned with or harmed. - - **Critical Success** The target is unaffected. - **Success** Until the start of your next turn, the target must roll twice and use the worse result when it attempts a Diplomacy, Intimidation, Performance, or Stealth check. When the target rolls a critical success on any skill check, it gets a success instead. When the target rolls a failure on any skill check, it gets a critical failure instead. - **Failure** As success, but the duration is 1 hour. - **Critical Failure** As success, but the duration is unlimited. ---- -# `=this.name` -==uncommon== | ==curse== | ==misfortune== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Deity's Strike.md b/content/Mechanics/Spells/Spells/Level 7/Deity's Strike.md deleted file mode 100644 index b7946087c..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Deity's Strike.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Deity's Strike -alias: Deity's Strike -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/divine -level: 7 -school: evocation -type: attack -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -traits: - - common - - force - - evocation -components: - - somatic - - verbal -description: > - A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals 7d12 force damage, or double damage on a critical hit. - After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful). Your target and any other creatures within the area of the spell take 5d6 damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave. - - **Heightened (9th)** The force damage increases by 1d12 and the alignment damage increases by 1d6. (6d6) ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Divine Decree.md b/content/Mechanics/Spells/Spells/Level 7/Divine Decree.md deleted file mode 100644 index f502b6eab..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Divine Decree.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Divine Decree -alias: Divine Decree -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine -level: 7 -school: evocation -type: save -traditions: [divine] -bloodline: angelic, demonic, diabolic -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 40 feet -area: 40-foot emanation -source: "Pathfinder Core Rulebook" -duration: varies -save: fortitude -basic: false -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is [[Enfeebled]] 2 for 1 minute. - **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. - - **Heightened (+1)** The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Divine Vessel.md b/content/Mechanics/Spells/Spells/Level 7/Divine Vessel.md deleted file mode 100644 index f6dfffc78..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Divine Vessel.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Divine Vessel -alias: Divine Vessel -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 7 -school: transmutation -type: utility -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - morph - - transmutation -components: - - somatic - - verbal -description: > - 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. - If 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. - - 40 temporary Hit Points. - A fly Speed equal to your Speed. - Weakness 10 to the alignment opposite the one you chose. - A +1 status bonus to saves against spells. - Darkvision. - Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type. - 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. - - **Heightened (9th)** The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes. ---- -# `=this.name` -==morph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Duplicate Foe.md b/content/Mechanics/Spells/Spells/Level 7/Duplicate Foe.md deleted file mode 100644 index ae812a0f8..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Duplicate Foe.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Duplicate Foe -alias: Duplicate Foe -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: conjuration -type: save -traditions: [arcane, occult] -deities: Brigh -bloodline: shadow -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -target: 1 enemy of level 15 or lower -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -save: fortitude -basic: false -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. - **Critical Success** You fail to create a duplicate. - **Success** The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. - **Failure** The duplicate works as described. - **Heightened (+1)** The level of creature you can target increases by 2. The duplicate has 10 more HP. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Eclipse Burst.md b/content/Mechanics/Spells/Spells/Level 7/Eclipse Burst.md deleted file mode 100644 index d76f80a05..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Eclipse Burst.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Eclipse Burst -alias: Eclipse Burst -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 7 -school: necromancy -type: save -traditions: [arcane, divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -area: 60-foot burst -source: "Pathfinder Core Rulebook" -save: reflex -basic: false -traits: - - common - - cold - - darkness - - negative - - necromancy -components: - - somatic - - verbal -description: > - A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus 8d4 additional negative damage to living creatures. Each creature 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. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage. - **Critical Failure** The creature takes double damage and becomes [[Blinded]] by the darkness for an unlimited duration. - - **Heightened (+1)** The cold damage increases by 1d10 and the negative damage against the living increases by 1d4. ---- -# `=this.name` -==cold== | ==darkness== | ==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Entrancing Eyes.md b/content/Mechanics/Spells/Spells/Level 7/Entrancing Eyes.md deleted file mode 100644 index 969137d77..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Entrancing Eyes.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Entrancing Eyes -alias: Entrancing Eyes -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane -level: 7 -school: enchantment -type: save -traditions: [arcane] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot emanation -source: "Pathfinder #154: Siege of the Dinosaurs" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - uncommon - - mental - - visual - - enchantment -components: - - somatic - - verbal -description: > - Your eyes glow with an entrancing radiance that captivates those who meet your gaze. Any creature that ends its turn within the emanation must attempt a Will save. - - **Critical Success** The target is unaffected and becomes immune to this particular casting of the spell. - **Success** The target is unaffected. - **Failure** Until the end of its next turn, the target is [[Stupefied]] 2 and [[Fascinated]]. - **Critical Failure** Until the end of its next turn, the target is [[Stupefied]] 4, Fascinated, and can't take reactions. In addition, all creatures and objects other than you are [[Concealed]] from the target. - - During any round you Sustain the Spell, you can use a single action, which has the manipulate trait, to focus your entrancing eyes on a single creature you can see within 30 feet. This creature must immediately make a Will save against the spell as if it were ending its turn in the emanation. If the creature was already Fascinated by your entrancing eyes before its save, a failed save causes it to be [[Paralyzed]] for 1 round. You can't use this action to focus on the same creature more than once per round. ---- -# `=this.name` -==uncommon== | ==mental== | ==visual== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Ethereal Jaunt.md b/content/Mechanics/Spells/Spells/Level 7/Ethereal Jaunt.md deleted file mode 100644 index 95a0964fe..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Ethereal Jaunt.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Ethereal Jaunt -alias: Ethereal Jaunt -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 7 -school: conjuration -type: utility -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - uncommon - - teleportation - - conjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (9th)** You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes. ---- -# `=this.name` -==uncommon== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Fiery Body.md b/content/Mechanics/Spells/Spells/Level 7/Fiery Body.md deleted file mode 100644 index 405ce74be..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Fiery Body.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Fiery Body -alias: Fiery Body -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 7 -school: transmutation -type: utility -traditions: [arcane, primal] -deities: Lubaiko, Moloch, Touch of the Sun -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - fire - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. - - **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. ---- -# `=this.name` -==fire== | ==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Force Cage.md b/content/Mechanics/Spells/Spells/Level 7/Force Cage.md deleted file mode 100644 index 87e939f8d..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Force Cage.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Force Cage -alias: Force Cage -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: evocation -type: save -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet; 1 cube 20 feet on each side -area: 20-foot emanation -source: "Pathfinder Advanced Player's Guide" -duration: sustained up to 1 minute -save: reflex -basic: false -traits: - - common - - force - - evocation -components: - - material - - somatic - - verbal -description: > - You create an immobile, invisible prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails. - The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. - Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited. - Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a [[Disintegrate]] spell of any level, or by contact with a Rod of Cancellation or Sphere of Annihilation. ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Frigid Flurry.md b/content/Mechanics/Spells/Spells/Level 7/Frigid Flurry.md deleted file mode 100644 index 95287f7dd..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Frigid Flurry.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Frigid Flurry -alias: Frigid Flurry -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 7 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 120-foot line -source: "Pathfinder Secrets of Magic" -save: reflex -basic: true -traits: - - common - - cold - - water - - evocation -components: - - somatic - - verbal -description: > - You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals 9d6 cold damage and 9d6 slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow. - - **Heightened (+1)** The cold and slashing damage each increase by 1d6. ---- -# `=this.name` -==cold== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Inexhaustible Cynicism.md b/content/Mechanics/Spells/Spells/Level 7/Inexhaustible Cynicism.md deleted file mode 100644 index 30d9b99c4..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Inexhaustible Cynicism.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Inexhaustible Cynicism -alias: Inexhaustible Cynicism -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 7 -school: enchantment -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: up to 5 creatures -source: "Pathfinder Secrets of Magic" -save: will -basic: false -traits: - - common - - emotion - - mental - - enchantment -components: - - somatic - - verbal -description: > - You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to Recall Knowledge, as it becomes convinced it most likely remembered false information, as from a critical failure on a check to Recall Knowledge. - Finally, the creature takes 6d6 mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn Seeking or otherwise interacting with its surroundings in an attempt to disbelieve the illusions that it feels are obviously surrounding it. - - **Critical Success** The creature is unaffected. - **Success** The creature is affected for 1 round. - **Failure** The creature is affected for 1 minute. - **Critical Failure** The creature is affected for 1 hour. ---- -# `=this.name` -==emotion== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Leng Sting.md b/content/Mechanics/Spells/Spells/Level 7/Leng Sting.md deleted file mode 100644 index 0304c3db4..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Leng Sting.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Leng Sting -alias: Leng Sting -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: necromancy -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder #160: Assault on Hunting Lodge Seven" -save: fortitude -basic: false -traits: - - uncommon - - poison - - necromancy -components: - - somatic - - verbal -description: > - You use the power of nightmares to magically replicate the venomous attack of the aberrant and cunning Leng spiders. You deal 2d6 piercing damage to the touched creature and afflict it with Leng spider venom. If the target takes piercing damage, they must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target takes 2d6 poison damage. - **Failure** The target is afflicted with Leng Spider Venom at stage 1. - **Critical Failure** The target is afflicted with Leng spider venom at stage 2. - - **Leng Spider Venom (incapacitation, poison) Level 13** - Maximum Duration 6 rounds - Stage 1 2d6 poison damage and [[Drained]] 1 (1 round) - Stage 2 3d6 poison damage and [[Drained]] 2 (1 round) - Stage 3 4d6 poison damage, [[Drained]] 2, and [[Confused]] (1 round) ---- -# `=this.name` -==uncommon== | ==poison== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Magnificent Mansion.md b/content/Mechanics/Spells/Spells/Level 7/Magnificent Mansion.md deleted file mode 100644 index 75ced2d44..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Magnificent Mansion.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Magnificent Mansion -alias: Magnificent Mansion -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: conjuration -type: utility -traditions: [arcane, occult] -deities: Abadar, Adanye, Findeladlara, Isis, Mammon -time: 1 minute -pf2etime: "" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - uncommon - - extradimensional - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==extradimensional== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Mask of Terror.md b/content/Mechanics/Spells/Spells/Level 7/Mask of Terror.md deleted file mode 100644 index 32163c7d0..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Mask of Terror.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -name: Mask of Terror -alias: Mask of Terror -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 7 -school: illusion -type: utility -traditions: [arcane, occult, primal] -deities: Jaidz, Urgathoa -bloodline: draconic, wyrmblessed -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: will -basic: false -traits: - - common - - emotion - - fear - - mental - - visual - - illusion -components: - - somatic - - verbal -description: > - 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. - - **Success** The creature is unaffected. - **Failure** The creature becomes [[Frightened]] 2 before using its action. - **Critical Failure** The creature becomes [[Frightened]] 2, and its action fails and is wasted. - - **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. ---- -# `=this.name` -==emotion== | ==fear== | ==mental== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Maze of Locked Doors.md b/content/Mechanics/Spells/Spells/Level 7/Maze of Locked Doors.md deleted file mode 100644 index 7523db88a..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Maze of Locked Doors.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Maze of Locked Doors -alias: Maze of Locked Doors -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: conjuration -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder #158: Sixty Feet Under" -duration: sustained -save: will -basic: false -traits: - - uncommon - - extradimensional - - incapacitation - - teleportation - - conjuration -components: - - somatic - - verbal -description: > - The target of your spell is drawn into a long, twisting, extradimensional hallway blocked at 30-foot intervals with high-grade darkwood doors (Hardness 20, HP 80, BT 40, DC30 Athletics check to Force Open) secured with Lock (Average) (DC25 Thievery check to unlock), 4 successful checks required). A creature trapped within this hallway can escape only when the spell expires, or when they successfully pass through the number of doors determined by their save, either by breaking through the doors or picking the locks (or any combination of these, if the target must pass through multiple doors to escape). Teleportation effects of 6th level or lower are automatically suppressed within the extradimensional hallway; higher-level teleportation effects require the caster to succeed at a counteract check against your spell DC or they fail. - - **Critical Success** The target is unaffected. - **Success** The target is trapped for 1 round, or until it bypasses 1 door. - **Failure** The target is trapped for 1 minute, or until it bypasses 2 doors. - **Critical Failure** The target it trapped for 10 minutes, or until it bypasses 3 doors. ---- -# `=this.name` -==uncommon== | ==extradimensional== | ==incapacitation== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Momentary Recovery.md b/content/Mechanics/Spells/Spells/Level 7/Momentary Recovery.md deleted file mode 100644 index f979cb178..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Momentary Recovery.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -name: Momentary Recovery -alias: Momentary Recovery -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: conjuration -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -source: "Pathfinder Dark Archive" -traits: - - common - - teleportation - - conjuration -components: - - somatic - - verbal -description: > - You instantly teleport yourself and any items you're wearing or holding from your current space to a clear space within range that you can see. If this teleportation would bring another creature with you-even if you're carrying it in an extradimensional container-the spell is lost. After you vanish but before you arrive, you can take up to 2 actions (or the number of actions you spent to cast momentary recovery, if it was fewer than 2 actions). You can't target any other creatures or objects with anything during these actions and any effect with a duration that you create during these actions ends immediately when you arrive. After you arrive, you are [[Slowed]] 1 until the end of your next turn. ---- -# `=this.name` -==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Moonburst.md b/content/Mechanics/Spells/Spells/Level 7/Moonburst.md deleted file mode 100644 index 1a8ca7901..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Moonburst.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Moonburst -alias: Moonburst -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 7 -school: evocation -type: save -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -area: 60-foot burst -source: "Pathfinder #172: Secrets of the Temple-City" -save: reflex -basic: false -traits: - - uncommon - - cold - - light - - positive - - evocation -components: - - somatic - - verbal -description: > - A powerful globe of chilling moonlight explodes in the area, dealing 8d10 cold damage to creatures and objects in the area, plus 8d10 positive damage to undead creatures. - Moonburst's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. Each creature and object in the area must attempt a Reflex save. - - **Critical Success** The creature or object is unaffected. - **Success** The creature or object takes half damage. - **Failure** The creature or object takes full damage. - **Critical Failure** The creature or object takes full damage. If it's a creature, it's [[Blinded]] for an unlimited duration. If the globe overlaps with an area of magical darkness, moonburst attempts to counteract the darkness effect. - - **Heightened (+1)** The cold damage increases by 1d10, and the positive damage against undead increases by 1d10 positive{1d10 positive damage}. ---- -# `=this.name` -==uncommon== | ==cold== | ==light== | ==positive== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Plane Shift.md b/content/Mechanics/Spells/Spells/Level 7/Plane Shift.md deleted file mode 100644 index 1ebabae9b..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Plane Shift.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Plane Shift -alias: Plane Shift -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult - - pf2e/tradition/primal -level: 7 -school: conjuration -type: utility -traditions: [arcane, divine, occult, primal] -spelllist: elemental -time: 10 minutes -pf2etime: "" -range: touch -target: 1 willing creature, or up to 8 willing creatures joining hands -source: "Pathfinder Core Rulebook" -traits: - - uncommon - - teleportation - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Possession.md b/content/Mechanics/Spells/Spells/Level 7/Possession.md deleted file mode 100644 index e4fad8ec4..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Possession.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Possession -alias: Possession -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 7 -school: necromancy -type: save -traditions: [occult] -deities: Fumeiyoshi -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 living creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: will -basic: false -traits: - - uncommon - - incapacitation - - mental - - possession - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** You possess the target but can't control it. You ride along in the body while the spell lasts. - **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. - **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. - - **Heightened (9th)** The duration is 10 minutes, and you can physically enter the creature's body, protecting your physical body while the spell lasts. ---- -# `=this.name` -==uncommon== | ==incapacitation== | ==mental== | ==possession== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Power Word Blind.md b/content/Mechanics/Spells/Spells/Level 7/Power Word Blind.md deleted file mode 100644 index d21ebf86c..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Power Word Blind.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Power Word Blind -alias: Power Word Blind -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/arcane -level: 7 -school: enchantment -type: utility -traditions: [arcane] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: varies -traits: - - uncommon - - auditory - - mental - - enchantment -components: - - verbal -description: > - 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. - - **11th or Lower** The target is Blinded permanently. - **12th-13th** The target is Blinded for 1d4 minutes. - **14th or Higher** The target is [[Dazzled]] for 1 minute. - - **Heightened (+1)** The levels at which each outcome applies increase by 2. ---- -# `=this.name` -==uncommon== | ==auditory== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Prismatic Armor.md b/content/Mechanics/Spells/Spells/Level 7/Prismatic Armor.md deleted file mode 100644 index 28520a2e8..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Prismatic Armor.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Prismatic Armor -alias: Prismatic Armor -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: abjuration -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 willing creature -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - You wrap the target in armor made of multicolored light. It functions as [[Chromatic Armor]] that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is [[Blinded]] rather than [[Dazzled]]. - - **Heightened (9th)** The resistances increase to 10 each. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Prismatic Spray.md b/content/Mechanics/Spells/Spells/Level 7/Prismatic Spray.md deleted file mode 100644 index ce2a85916..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Prismatic Spray.md +++ /dev/null @@ -1,86 +0,0 @@ ---- -name: Prismatic Spray -alias: Prismatic Spray -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: evocation -type: utility -traditions: [arcane, occult] -bloodline: imperial -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot cone -source: "Pathfinder Core Rulebook" -traits: - - common - - light - - evocation -components: - - somatic - - verbal -description: > - 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 - - 1d8 - Color - Save - Effects (Traits) - - 1 - Red - Reflex - 50 fire damage (fire) - - 2 - Orange - Reflex - 60 acid damage (acid) - - 3 - Yellow - Reflex - 70 electricity damage (electricity) - - 4 - Green - Fortitude - 30 poison damage and [[Enfeebled]] 1 for 1 minute (poison) - - 5 - Blue - Fortitude - Affected as if by [[Flesh to Stone]] - - 6 - Indigo - Will - Confused, as the [[Warp Mind]] spell (mental) - - 7 - Violet - Will - Slowed for 1 minute; if a critical failure, sent to another plane, as [[Plane Shift]] (teleportation) - - 8 - Potent beam - - Affected by two beams - roll twice, rerolling any duplicates or results of 8 ---- -# `=this.name` -==light== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Project Image.md b/content/Mechanics/Spells/Spells/Level 7/Project Image.md deleted file mode 100644 index 6ba8095c7..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Project Image.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Project Image -alias: Project Image -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Nyarlathotep (The Crawling Chaos) -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - mental - - illusion -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+2)** The maximum duration you can Sustain the Spell increases to 10 minutes. ---- -# `=this.name` -==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Regenerate.md b/content/Mechanics/Spells/Spells/Level 7/Regenerate.md deleted file mode 100644 index 9b65120ae..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Regenerate.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Regenerate -alias: Regenerate -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 7 -school: necromancy -type: heal -traditions: [divine, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 willing living creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - healing - - positive - - necromancy -components: - - somatic - - verbal -description: > - 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]] condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 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. - - **Heightened (9th)** The regeneration increases to 20. ---- -# `=this.name` -==healing== | ==positive== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Retrocognition.md b/content/Mechanics/Spells/Spells/Level 7/Retrocognition.md deleted file mode 100644 index f9ed7c4e4..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Retrocognition.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Retrocognition -alias: Retrocognition -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/occult -level: 7 -school: divination -type: utility -traditions: [occult] -deities: Dwarven Pantheon, Pillars of Knowledge, Zohls -time: 1 minute -pf2etime: "" -source: "Pathfinder Core Rulebook" -duration: sustained -traits: - - common - - divination -components: - - material - - somatic - - verbal -description: > - 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. - - **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. - **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. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Return To Essence.md b/content/Mechanics/Spells/Spells/Level 7/Return To Essence.md deleted file mode 100644 index 792c3daac..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Return To Essence.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Return To Essence -alias: Return To Essence -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 7 -school: abjuration -type: utility -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: one magically sealed or warded doorway or chest -source: "Pathfinder #173: Doorway to the Red Star" -traits: - - rare - - abjuration -components: - - somatic - - verbal -description: > - You unravel the magic of a spell that affects a container, door, or lock, converting it into energy you can repurpose to power your own spells. - Attempt a counteract check against the target spell or magical effect that wards or seals a doorway or chest, such as [[Lock]], or against a spell or effect that deals damage or delivers secondary effects when it's opened, such as [[Glyph of Warding]]. If you succeed, you recover its energy, restoring one of your expended spell slots of 3rd level or lower. - - **Heightened (8th)** You can restore an expended spell slot of 4th level or lower. - **Heightened (9th)** You can restore an expended spell slot of 5th level or lower. - **Heightened (10th)** You can restore an expended spell slot of 6th level or lower. ---- -# `=this.name` -==rare== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Reverse Gravity.md b/content/Mechanics/Spells/Spells/Level 7/Reverse Gravity.md deleted file mode 100644 index fc5bbe615..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Reverse Gravity.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Reverse Gravity -alias: Reverse Gravity -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: evocation -type: utility -traditions: [arcane, occult] -deities: Otolmens -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - uncommon - - evocation -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Shadow Raid.md b/content/Mechanics/Spells/Spells/Level 7/Shadow Raid.md deleted file mode 100644 index 4b268df8d..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Shadow Raid.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Shadow Raid -alias: Shadow Raid -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: illusion -type: save -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 30-foot burst -source: "Pathfinder Secrets of Magic" -duration: 1 minute -save: reflex -basic: true -traits: - - common - - shadow - - illusion -components: - - material - - somatic - - verbal -description: > - You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you Cast the Spell take 6d8 bludgeoning, piercing, or slashing damage, with a basic Reflex save or basic Will save save, as shadows explode into being. You choose the damage type when you Cast the Spell, and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing 3d8 damage of the type you chose to any enemy that ends its turn in the area. All creatures are [[Concealed]] to enemies in the area, as the illusory shadows swarm over them and block light. - A creature that spends an action to Seek or otherwise interact with the shadow raid can attempt a Perception check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends. - - **Heightened (9th)** The initial damage increases by 2d8, and the damage to a creature that ends its turn in the area increases by 1d8 (4d8). ---- -# `=this.name` -==shadow== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Spell Turning.md b/content/Mechanics/Spells/Spells/Level 7/Spell Turning.md deleted file mode 100644 index 5404f8723..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Spell Turning.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -name: Spell Turning -alias: Spell Turning -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane -level: 7 -school: abjuration -type: utility -traditions: [arcane] -deities: Abraxas -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - uncommon - - abjuration -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Sunburst.md b/content/Mechanics/Spells/Spells/Level 7/Sunburst.md deleted file mode 100644 index 6bd76ef6d..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Sunburst.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Sunburst -alias: Sunburst -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 7 -school: evocation -type: save -traditions: [divine, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -area: 60-foot burst -source: "Pathfinder Core Rulebook" -save: reflex -basic: false -traits: - - common - - fire - - light - - positive - - evocation -components: - - somatic - - verbal -description: > - A powerful globe of searing sunlight explodes in the area, dealing 8d10 fire damage to all creatures 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. - - **Critical Success** The creature or object is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage. - **Critical Failure** The creature takes full damage. If it's a creature, it becomes [[Blinded]] permanently. - - **Heightened (+1)** The fire damage increases by 1d10, and the positive damage against undead increases by 1d10. ---- -# `=this.name` -==fire== | ==light== | ==positive== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Telekinetic Bombardment.md b/content/Mechanics/Spells/Spells/Level 7/Telekinetic Bombardment.md deleted file mode 100644 index a55cebe5f..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Telekinetic Bombardment.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Telekinetic Bombardment -alias: Telekinetic Bombardment -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: evocation -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -area: 10-foot burst -source: "Pathfinder Dark Archive" -save: reflex -basic: false -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - You grasp a piece of the landscape-such as a tree, carriage, or piece of masonry-and lob it in your foe's direction. Your missile crashes down in either a 10-foot burst (for most missiles) or a 30-foot line (for something long and tall, like a tree or a ship's mast), dealing 14d6 bludgeoning damage and turning its area into difficult terrain as it breaks into rubble. All creatures in the area must attempt a Reflex save. If the area is a line, it doesn't have to start from your square but can instead start anywhere in range, as long as the entire area remains within range. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is knocked [[Prone]]. - **Critical Failure** The creature takes double damage, is knocked prone, and is [[Stunned]] 1. - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Tempest of Shades.md b/content/Mechanics/Spells/Spells/Level 7/Tempest of Shades.md deleted file mode 100644 index a62fde5c0..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Tempest of Shades.md +++ /dev/null @@ -1,58 +0,0 @@ ---- -name: Tempest of Shades -alias: Tempest of Shades -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 7 -school: necromancy -type: save -traditions: [arcane, divine, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 100 feet -source: "Pathfinder Secrets of Magic" -duration: until the end of your next turn -save: fortitude -basic: false -traits: - - common - - incarnate - - necromancy -components: - - material - - somatic - - verbal -description: > - You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. - - **Arrive** ([[negative]]) **Vortex of Death** Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects. - - **Critical Success** The creature is unaffected - **Success** The creature is [[Drained]] 1. - **Failure** The creature is [[Drained]] 2. - **Critical Failure** The creature is [[Drained]] 3. - - **Depart** ([[emotion]], [[fear]], [[mental]]) **Howl of Eternity** The vengeful dead lets out an anguished scream. All your enemies within a 100-foot emanation must attempt Will saves with the following effects. - - **Critical Success** The creature is unaffected. - **Success** The creature is [[Frightened]] 1. - **Failure** The creature is [[Frightened]] 3. - **Critical Failure** The creature is frightened 3. It's also [[Fleeing]] for 1 round or until it's no longer frightened, whichever comes first. ---- -# `=this.name` -==incarnate== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Time Beacon.md b/content/Mechanics/Spells/Spells/Level 7/Time Beacon.md deleted file mode 100644 index 9791e54a3..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Time Beacon.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -name: Time Beacon -alias: Time Beacon -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: divination -type: utility -traditions: [arcane, occult] -deities: Shyka, Yog-Sothoth -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -source: "Pathfinder Lost Omens: Gods & Magic" -duration: until the end of your turn -traits: - - common - - divination -components: - - material -description: > - You create a beacon in time, intending to return to it if things go wrong. You can cast time beacon on only your turn. Keep careful track of everything that happens this turn after you cast time beacon. At the end of your turn, you can choose to rewind time back to just after you cast time beacon, removing all effects of your turn since then. Curses, traps, and other harmful effects that happen during your turn might prevent you from returning to the beacon if they are powerful enough. If you suffered any harmful effects during your turn after casting time beacon, to return to your beacon, time beacon attempts a counteract check against each such effect. If it fails at any of these checks, you can't return. After returning to the time beacon, the spell ends. ---- -# `=this.name` -==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/True Target.md b/content/Mechanics/Spells/Spells/Level 7/True Target.md deleted file mode 100644 index 6d7d27293..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/True Target.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: True Target -alias: True Target -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: divination -type: utility -traditions: [arcane, occult] -deities: Demon Bringers -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: 60 feet -target: 4 creatures -source: "Pathfinder Core Rulebook" -duration: until the start of your next turn -traits: - - common - - fortune - - prediction - - divination -components: - - verbal -description: > - You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature 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 designated creature being [[Concealed]] or [[Hidden]]. ---- -# `=this.name` -==fortune== | ==prediction== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Unfettered Pack.md b/content/Mechanics/Spells/Spells/Level 7/Unfettered Pack.md deleted file mode 100644 index 919bcb88d..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Unfettered Pack.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Unfettered Pack -alias: Unfettered Pack -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 7 -school: abjuration -type: utility -traditions: [primal] -deities: The Endless Road, Yuelral -bloodline: nymph -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: up to 10 creatures -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - abjuration -components: - - somatic - - verbal -description: > - 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. - - **Heightened (9th)** The targets also ignore greater difficult terrain from environmental properties. ---- -# `=this.name` -==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Visions of Danger.md b/content/Mechanics/Spells/Spells/Level 7/Visions of Danger.md deleted file mode 100644 index f8a45ef46..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Visions of Danger.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Visions of Danger -alias: Visions of Danger -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 7 -school: illusion -type: save -traditions: [occult] -bloodline: fey -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 500 feet -area: 30-foot burst -source: "Pathfinder Core Rulebook" -duration: 1 minute -save: will -basic: true -traits: - - common - - auditory - - visual - - illusion -components: - - material - - somatic - - verbal -description: > - 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 (basic Will save) 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. - - **Heightened (+1)** The mental damage increases by 1d8. ---- -# `=this.name` -==auditory== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Volcanic Eruption.md b/content/Mechanics/Spells/Spells/Level 7/Volcanic Eruption.md deleted file mode 100644 index 54ad4ce8d..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Volcanic Eruption.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Volcanic Eruption -alias: Volcanic Eruption -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 7 -school: evocation -type: save -traditions: [primal] -deities: Yamatsumi -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -save: reflex -basic: false -traits: - - common - - fire - - evocation -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and is encased. - **Critical Failure** The creature takes double damage and is encased. - **Heightened (+1)** The damage in the area increases by 2d6, and the damage from the intense heat increases by 1d6. ---- -# `=this.name` -==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 7/Warp Mind.md b/content/Mechanics/Spells/Spells/Level 7/Warp Mind.md deleted file mode 100644 index 1c5a13878..000000000 --- a/content/Mechanics/Spells/Spells/Level 7/Warp Mind.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Warp Mind -alias: Warp Mind -tags: - - pf2e/spell - - pf2e/spell/level_7 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 7 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Conqueror Worm, Nethys, Xhamen-Dor -bloodline: aberrant, hag -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -save: will -basic: false -traits: - - common - - emotion - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** The target spends the first action on its next turn with the [[Confused]] condition. - **Failure** The target is Confused for 1 minute. - **Critical Failure** The target is Confused permanently. ---- -# `=this.name` -==emotion== | ==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Antimagic Field.md b/content/Mechanics/Spells/Spells/Level 8/Antimagic Field.md deleted file mode 100644 index 829ab618f..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Antimagic Field.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Antimagic Field -alias: Antimagic Field -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 8 -school: abjuration -type: utility -traditions: [arcane, divine, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -area: 10-foot emanation -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - rare - - abjuration -components: - - material - - somatic - - verbal -description: > - 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, including yourself. 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. ---- -# `=this.name` -==rare== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Boil Blood.md b/content/Mechanics/Spells/Spells/Level 8/Boil Blood.md deleted file mode 100644 index 905ea4412..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Boil Blood.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -name: Boil Blood -alias: Boil Blood -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 8 -school: evocation -type: save -traditions: [arcane, primal] -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: false -traits: - - common - - fire - - evocation -components: - - somatic - - verbal -description: > - You heat a foe's blood and boil it within its veins. The target takes 10d10 fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can be affected, but a creature with no blood is immune. - - **Critical Success** The target is unaffected. - **Success** The target takes half damage. - **Failure** The target takes full damage and is [[Drained]] 2. - **Critical Failure** The target takes double damage and is [[Drained]] 3. - - **Heightened (+1)** The damage increases by 1d10. ---- -# `=this.name` -==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Burning Blossoms.md b/content/Mechanics/Spells/Spells/Level 8/Burning Blossoms.md deleted file mode 100644 index c6abf98f0..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Burning Blossoms.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Burning Blossoms -alias: Burning Blossoms -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 8 -school: enchantment -type: utility -traditions: [arcane, primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -area: 60-foot burst -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - fire - - plant - - enchantment -components: - - somatic - - verbal -description: > - Area 30-foot radius, 100-foot tall cylinder - - An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and grows 100 feet upwards, while its branches extend outwards 30 feet, forming the spell's cylindrical area. The tree then blossoms, growing delicate white flowers that burn with white-hot fire. As the tree's branches gently rustle in the wind, flower petals drift to the ground in a shower of flame. Any creature that ends its turn under the tree's branches takes 6d6 fire damage from the burning petals. Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a will save. This is an emotion, mental, and visual effect. Creatures fascinated with the tree must use at least one of their actions on each of their turns to move toward the tree. - - **Critical Success** The creature is unaffected and is temporarily immune for 24 hours. - **Success** The creature is unaffected, but it must attempt a new save at the end of its turn if it can still see the tree. - **Failure** The creature is [[Fascinated]] with the tree until the end of its next turn. If it can still see the tree then, it must attempt a save again. - **Critical Failure** The creature is fascinated with the tree until the spell ends. The tree's fire damage doesn't end the fascination; other hostile actions end it, as normal. If the fascination ends, the creature must attempt a new save at the end of its turn if it can still see the tree. - - **Heightened (+1)** The damage increases by 1d6 ---- -# `=this.name` -==fire== | ==plant== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Canticle of Everlasting Grief.md b/content/Mechanics/Spells/Spells/Level 8/Canticle of Everlasting Grief.md deleted file mode 100644 index 2dec45a77..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Canticle of Everlasting Grief.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Canticle of Everlasting Grief -alias: Canticle of Everlasting Grief -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 8 -school: enchantment -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -duration: varies -save: will -basic: false -traits: - - common - - auditory - - curse - - emotion - - fear - - mental - - enchantment -components: - - somatic - - verbal -description: > - You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** The target takes 5d6 mental damage, is [[Frightened]] 1, and can't benefit from circumstance or status bonuses for 1 round. - **Failure** The target takes 10d6 mental damage, is [[Frightened]] 3, and can't benefit from circumstance or status bonuses for 1 week. - **Critical Failure** The target takes 20d6 mental damage and is [[Frightened]] 4. It can't benefit from circumstance or status bonuses until the curse is broken. While the curse remains, the target's allies are also unable to benefit from circumstance or status bonuses while within 15 feet of it. ---- -# `=this.name` -==auditory== | ==curse== | ==emotion== | ==fear== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Clone Companion.md b/content/Mechanics/Spells/Spells/Level 8/Clone Companion.md deleted file mode 100644 index f8a1dc1d9..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Clone Companion.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Clone Companion -alias: Clone Companion -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 8 -school: conjuration -type: utility -traditions: [primal] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 30 feet -target: your companion -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. The duplicate appears adjacent to your companion and has the same statistics. - Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day. - The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Deluge.md b/content/Mechanics/Spells/Spells/Level 8/Deluge.md deleted file mode 100644 index b8972b622..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Deluge.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Deluge -alias: Deluge -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 8 -school: evocation -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -source: "Pathfinder #156: The Apocalypse Prophet" -save: reflex -basic: false -traits: - - uncommon - - water - - evocation -components: - - somatic - - verbal -description: > - You unleash a catastrophic downpour in the area that vanishes an instant later. All flying creatures in the area descend 50 feet or until blocked by the ground or firm surface. Each creature whose descent was blocked by the ground or firm surface takes bludgeoning damage equal to the number of feet it fell (the creature does not also take falling damage) and is knocked [[Prone]]. Creatures on the ground, including flying creatures forced to the ground by the spell, must succeed at a Reflex save or be pushed 50 feet away from the center of the area. - Flimsy structures in the area collapse. The GM can determine other large-scale effects that result from the deluge. - - **Heightened (+1)** The area increases by 10 feet, and flying creatures fall an additional 10 feet. ---- -# `=this.name` -==uncommon== | ==water== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Disappearance.md b/content/Mechanics/Spells/Spells/Level 8/Disappearance.md deleted file mode 100644 index 8edc20610..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Disappearance.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Disappearance -alias: Disappearance -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: illusion -type: utility -traditions: [arcane, occult] -bloodline: shadow -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - illusion -components: - - material - - somatic -description: > - 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. ---- -# `=this.name` -==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Discern Location.md b/content/Mechanics/Spells/Spells/Level 8/Discern Location.md deleted file mode 100644 index 31e22dde2..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Discern Location.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Discern Location -alias: Discern Location -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 8 -school: divination -type: utility -traditions: [arcane, divine, occult] -time: 10 minutes -pf2etime: "" -range: unlimited -target: 1 creature or object -source: "Pathfinder Core Rulebook" -traits: - - uncommon - - detection - - divination -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==detection== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Divine Armageddon.md b/content/Mechanics/Spells/Spells/Level 8/Divine Armageddon.md deleted file mode 100644 index 1ab450b44..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Divine Armageddon.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Divine Armageddon -alias: Divine Armageddon -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine -level: 8 -school: necromancy -type: save -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 60-foot burst -source: "Pathfinder Secrets of Magic" -save: fortitude -basic: true -traits: - - common - - negative - - positive - - necromancy -components: - - somatic - - verbal -description: > - You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike. Creatures in the area take 10d6 Negative Damage and 4d6 negative damage instead of dealing alignment damage. A creature harmed by positive damage, such as one with negative healing, takes positive damage instead of negative damage from this spell. - You can't cast this spell if you don't have a deity. This spell gains the trait corresponding to the alignment damage dealt. - - **Heightened (+1)** The damage increases by 1d6 negative damage, 1d6 alignment damage, and 1d6 additional negative and positive damage for a true neutral deity. ---- -# `=this.name` -==negative== | ==positive== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Divine Aura.md b/content/Mechanics/Spells/Spells/Level 8/Divine Aura.md deleted file mode 100644 index ff736f9e8..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Divine Aura.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Divine Aura -alias: Divine Aura -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 8 -school: abjuration -type: utility -traditions: [divine] -bloodline: angelic, demonic, diabolic -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -target: allies in the area -area: 10-foot emanation -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - aura - - abjuration -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==aura== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Divine Inspiration.md b/content/Mechanics/Spells/Spells/Level 8/Divine Inspiration.md deleted file mode 100644 index 90aabbd57..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Divine Inspiration.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Divine Inspiration -alias: Divine Inspiration -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 8 -school: enchantment -type: utility -traditions: [divine] -bloodline: wyrmblessed -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 willing creature -source: "Pathfinder Core Rulebook" -traits: - - common - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Dream Council.md b/content/Mechanics/Spells/Spells/Level 8/Dream Council.md deleted file mode 100644 index 111788e6b..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Dream Council.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Dream Council -alias: Dream Council -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/illusion - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: illusion -type: utility -traditions: [arcane, occult] -deities: Nyarlathotep (The Crawling Chaos) -time: 10 minutes -pf2etime: "" -range: planetary -target: up to 12 creatures you know by name and have met in person -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - mental - - sleep - - illusion -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==mental== | ==sleep== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Earthquake.md b/content/Mechanics/Spells/Spells/Level 8/Earthquake.md deleted file mode 100644 index b6b33fa2f..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Earthquake.md +++ /dev/null @@ -1,58 +0,0 @@ ---- -name: Earthquake -alias: Earthquake -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 8 -school: evocation -type: utility -traditions: [arcane, primal] -deities: Magrim, Zevgavizeb -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -area: 60-foot burst -source: "Pathfinder Core Rulebook" -duration: 1 round -save: reflex -basic: false -traits: - - common - - earth - - evocation -components: - - somatic - - verbal -description: > - 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 successful DC 15 climb to Climb. - Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 Flat check for a sturdy structure, DC 14 Flat check for an average structure and most natural formations, DC 9 Flat check 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. - - **Critical Success** The creature takes half the collapse damage. - **Success** The creature takes half the collapse damage and falls [[Prone]]. - **Failure** The creature takes the full collapse damage and falls Prone. - **Critical Failure** The creature takes the full collapse damage and falls into a fissure. - - **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. ---- -# `=this.name` -==earth== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Falling Sky.md b/content/Mechanics/Spells/Spells/Level 8/Falling Sky.md deleted file mode 100644 index 6e808a73c..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Falling Sky.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Falling Sky -alias: Falling Sky -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: evocation -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 30-foot burst -source: "Pathfinder Dark Archive" -save: fortitude -basic: false -traits: - - common - - incapacitation - - evocation -components: - - somatic - - verbal -description: > - Extraordinary telekinetic pressure smashes down through the area, battering creatures within it to the ground. All flying creatures in the area descend to the bottom of the spell's area, taking twice as much bludgeoning damage as if they had fallen the distance moved, to a maximum of 60 falling Damage if they fall 60 feet. They take this falling damage even if the spell's area is entirely in the air and they don't hit the ground, as they concuss against the bottom of the spell's area at great speed. Creatures on the ground and within the spell's area, including flying creatures forced to the ground, must attempt Fortitude saves. - - **Critical Success** The creature is unaffected, and if it was flying, it isn't knocked [[Prone]] even though it took falling damage. - **Success** The creature is knocked prone. - **Failure** The creature is knocked prone and [[Stunned]] 2. - **Critical Failure** The creature is knocked prone and [[Stunned]] for 1 round. ---- -# `=this.name` -==incapacitation== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Horrid Wilting.md b/content/Mechanics/Spells/Spells/Level 8/Horrid Wilting.md deleted file mode 100644 index dd3492498..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Horrid Wilting.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Horrid Wilting -alias: Horrid Wilting -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 8 -school: necromancy -type: save -traditions: [arcane, primal] -bloodline: undead -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -target: any number of living creatures -source: "Pathfinder Core Rulebook" -save: fortitude -basic: true -traits: - - common - - negative - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 1d10. ---- -# `=this.name` -==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Hypnopompic Terrors.md b/content/Mechanics/Spells/Spells/Level 8/Hypnopompic Terrors.md deleted file mode 100644 index f65c4123b..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Hypnopompic Terrors.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Hypnopompic Terrors -alias: Hypnopompic Terrors -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 8 -school: illusion -type: save -traditions: [occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: up to 10 creatures -source: "Pathfinder Lost Omens: Monsters of Myth" -save: will -basic: false -traits: - - rare - - emotion - - fear - - incapacitation - - mental - - illusion -components: - - somatic - - verbal -description: > - You send a wave of nightmarish visions crashing over your targets, leaving them [[Paralyzed]] by fear. These visions inflict real wounds on vulnerable targets, dealing 6d12 mental damage. If you target a sleeping creature, it wakes up as it attempts the save but takes one degree of success worse than the result it rolled on its save. - - **Critical Success** The target is unaffected. - **Success** The target is [[Frightened]] 2 and takes half the mental damage. - **Failure** The target is frightened 2, is [[Paralyzed]] for 1 round, and takes the full mental damage. - **Critical Failure** The target is frightened 2, is paralyzed for 2 rounds, and takes double the mental damage. ---- -# `=this.name` -==rare== | ==emotion== | ==fear== | ==incapacitation== | ==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Migration.md b/content/Mechanics/Spells/Spells/Level 8/Migration.md deleted file mode 100644 index 4beffe97c..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Migration.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Wind Walk -aliases: - - Wind Walk -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 8 -school: transmutation -type: utility -traditions: - - primal -deities: Isis -spelllist: elemental -time: 10 minutes -pf2etime: "" -range: touch -target: you and up to five creatures touched -source: Pathfinder Core Rulebook -duration: 8 hours -traits: - - common - - air - - transmutation -components: - - material - - somatic - - verbal -description: 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. ---- -# `=this.name` -==air== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Mind Blank.md b/content/Mechanics/Spells/Spells/Level 8/Mind Blank.md deleted file mode 100644 index 41ba3ee67..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Mind Blank.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Mind Blank -alias: Mind Blank -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: abjuration -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - uncommon - - abjuration -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==uncommon== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Moment of Renewal.md b/content/Mechanics/Spells/Spells/Level 8/Moment of Renewal.md deleted file mode 100644 index 94bbe0f5b..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Moment of Renewal.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -name: Moment of Renewal -alias: Moment of Renewal -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/necromancy - - pf2e/spelltype/heal - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 8 -school: necromancy -type: heal -traditions: [divine, primal] -bloodline: nymph, phoenix -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: up to 6 creatures -source: "Pathfinder Core Rulebook" -traits: - - common - - healing - - necromancy -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==healing== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Monstrosity Form.md b/content/Mechanics/Spells/Spells/Level 8/Monstrosity Form.md deleted file mode 100644 index fffd3d814..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Monstrosity Form.md +++ /dev/null @@ -1,71 +0,0 @@ ---- -name: Monstrosity Form -alias: Monstrosity Form -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 8 -school: transmutation -type: utility -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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: - - AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. - 20 temporary Hit Points. - Darkvision. - One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. - Athletics modifier of +30, unless your own modifier is higher. - - You also gain specific abilities based on the type of monster you choose: - - **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 damage; - 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. - - **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 damage; - 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. - - **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). - - **Heightened (9th)** You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Polar Ray.md b/content/Mechanics/Spells/Spells/Level 8/Polar Ray.md deleted file mode 100644 index 94e1dceea..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Polar Ray.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Polar Ray -alias: Polar Ray -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 8 -school: evocation -type: attack -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -traits: - - common - - attack - - cold - - evocation -components: - - somatic - - verbal -description: > - You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. Make a spell attack roll against the target. - - **Critical Success** The target takes double damage and is [[Drained]] 2 - **Success** The target takes full damage and is [[Drained]] 2 - - **Heightened (+1)** The damage increases by 2d8 ---- -# `=this.name` -==attack== | ==cold== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Power Word Stun.md b/content/Mechanics/Spells/Spells/Level 8/Power Word Stun.md deleted file mode 100644 index b789e155a..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Power Word Stun.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Power Word Stun -alias: Power Word Stun -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/arcane -level: 8 -school: enchantment -type: utility -traditions: [arcane] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: varies -traits: - - uncommon - - auditory - - mental - - enchantment -components: - - verbal -description: > - 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. - - **Heightened (+1)** The levels at which each outcome applies increase by 2. ---- -# `=this.name` -==uncommon== | ==auditory== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Prismatic Wall.md b/content/Mechanics/Spells/Spells/Level 8/Prismatic Wall.md deleted file mode 100644 index 1548b1df3..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Prismatic Wall.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Prismatic Wall -alias: Prismatic Wall -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: abjuration -type: utility -traditions: [arcane, occult] -deities: Yuelral -bloodline: draconic, elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 120 feet -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - light - - abjuration -components: - - material - - somatic - - verbal -description: > - 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]] 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. ---- -# `=this.name` -==light== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Prying Survey.md b/content/Mechanics/Spells/Spells/Level 8/Prying Survey.md deleted file mode 100644 index 8c6ea12d6..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Prying Survey.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Prying Survey -alias: Prying Survey -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: divination -type: utility -traditions: [arcane, occult] -time: 1 minute -pf2etime: "" -area: 120-foot emanation -source: "Pathfinder #156: The Apocalypse Prophet" -duration: 1 hour -traits: - - uncommon - - scrying - - divination -components: - - material - - somatic - - verbal -description: > - You create eight invisible, floating eyes, each about 3 inches in diameter, that scan the area around you, transmitting rough impressions of the environment. The eyes constantly examine and send you summaries of their findings. They are solid and can't move through barriers, and they don't follow routes that they fail to find while Searching. Any damage to an eye destroys it. When all eyes are destroyed, the spell ends. - As a single action, which has the concentrate trait, you can concentrate on a location within the area that an eye can reach. An eye travels to that location, and you Seek visually as if you were there. As an exploration activity, you can travel at half speed while continuing to concentrate on the eyes to gain the benefits of both the Scout and Search activities. With the eyes, you can check everything even if you are traveling faster than 300 feet per minute. The eyes use your Perception modifier. You can have only one prying survey in effect at a time. - - **Heightened (10th)** The area increases to a 500-foot emanation. ---- -# `=this.name` -==uncommon== | ==scrying== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Punishing Winds.md b/content/Mechanics/Spells/Spells/Level 8/Punishing Winds.md deleted file mode 100644 index 5a1e01146..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Punishing Winds.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Punishing Winds -alias: Punishing Winds -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 8 -school: evocation -type: utility -traditions: [primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 100 feet -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - air - - evocation -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==air== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Quandary.md b/content/Mechanics/Spells/Spells/Level 8/Quandary.md deleted file mode 100644 index 10965c513..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Quandary.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Maze -alias: Maze -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: conjuration -type: utility -traditions: [arcane, occult] -deities: Baphomet, Nethys -bloodline: imperial -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: sustained -traits: - - common - - extradimensional - - teleportation - - conjuration -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The target escapes and the spell ends. - **Success** The target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends. - **Failure** The target makes no progress toward escape. - **Critical Failure** The target makes no progress toward escape, and if it was on the right path, it no longer is. ---- -# `=this.name` -==extradimensional== | ==teleportation== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Scintillating Pattern.md b/content/Mechanics/Spells/Spells/Level 8/Scintillating Pattern.md deleted file mode 100644 index dbb6e4dcd..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Scintillating Pattern.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Scintillating Pattern -alias: Scintillating Pattern -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: illusion -type: save -traditions: [arcane, occult] -deities: Nalinivati -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 20-foot burst -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - common - - incapacitation - - visual - - illusion -components: - - material - - somatic -description: > - 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. - - **Success** The creature is unaffected. - **Failure** The creature is [[Confused]] for 1d4 rounds. - **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. ---- -# `=this.name` -==incapacitation== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Spirit Song.md b/content/Mechanics/Spells/Spells/Level 8/Spirit Song.md deleted file mode 100644 index 725c62ba1..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Spirit Song.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -name: Spirit Song -alias: Spirit Song -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 8 -school: necromancy -type: save -traditions: [occult] -bloodline: psychopomp -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 60-foot cone -source: "Pathfinder Core Rulebook" -save: fortitude -basic: true -traits: - - common - - force - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 2d6. ---- -# `=this.name` -==force== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Spiritual Epidemic.md b/content/Mechanics/Spells/Spells/Level 8/Spiritual Epidemic.md deleted file mode 100644 index 8eda944d8..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Spiritual Epidemic.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Spiritual Epidemic -alias: Spiritual Epidemic -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 8 -school: necromancy -type: save -traditions: [divine, occult] -bloodline: hag -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: varies -save: will -basic: false -traits: - - common - - curse - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** The target is [[Enfeebled]] 2 and [[Stupefied]] 2 for 1 round. - **Failure** The target is [[Enfeebled]] 2 and [[Stupefied]] 2 for 1 minute and [[Enfeebled]] 1 and [[Stupefied]] 1 permanently. - **Critical Failure** The target is [[Enfeebled]] 2 and [[Stupefied]] 3 for 1 minute and [[Enfeebled]] 2 and [[Stupefied]] 2 permanently. ---- -# `=this.name` -==curse== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Summon Archmage.md b/content/Mechanics/Spells/Spells/Level 8/Summon Archmage.md deleted file mode 100644 index 103c584ca..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Summon Archmage.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Summon Archmage -alias: Summon Archmage -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane -level: 8 -school: conjuration -type: save -traditions: [arcane] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 100 feet -source: "Pathfinder Secrets of Magic" -duration: until the end of your next turn -save: will -basic: false -traits: - - common - - incarnate - - conjuration -components: - - material - - somatic - - verbal -description: > - You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet. - - **Arrive** ([[evocation]], [[force]]) **Archmage's Amplification** The archmage arrives in a fierce burst of magical force, automatically dealing 3d4+3 force damage to up to 5 creatures it chooses within 100 feet of it. Like [[Magic Missiles]], this can be blocked by the [[Shield]] spell. The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage's influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster's turn), it doesn't decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell's maximum duration was 3 rounds or longer. - **Depart** ([[abjuration]]) **Archmage's Rebuke** The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is [[Stupefied]] 2 for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell. ---- -# `=this.name` -==incarnate== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Summon Deific Herald.md b/content/Mechanics/Spells/Spells/Level 8/Summon Deific Herald.md deleted file mode 100644 index eb78662d4..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Summon Deific Herald.md +++ /dev/null @@ -1,76 +0,0 @@ ---- -name: Summon Deific Herald -alias: Summon Deific Herald -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 8 -school: conjuration -type: utility -traditions: [divine] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 100 feet -source: "Pathfinder Secrets of Magic" -duration: until the end of your next turn -traits: - - common - - incarnate - - conjuration -components: - - material - - somatic - - verbTheal -description: > - Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity's alignment. - - **Lawful Good** - **Arrive** ([[enchantment]], [[good]], [[lawful]]) **Aura of Retribution** While within 100 feet of the herald, you and your allies gain the champion's Retributive Strike reaction; - **Depart** **Holy Smite** The herald casts 5th-level [[Divine Wrath]] (choosing good) in a 100-foot emanation. - - **Neutral Good** - **Arrive** (enchantment, good) **Aura of Redemption** While within 100 feet of the herald, you and your allies gain the champion's Glimpse of Redemption reaction; - **Depart** **Merciful Healing** The herald casts the 3-action version of 5th-level [[Heal]] with a radius of 100 feet. This spell targets only you and your allies. - - **Chaotic Good** - **Arrive** ([[chaotic]], [[enchantment]], [[good]]) **Aura of Liberation** While within 100 feet of the herald, you and your allies gain the champion's Liberating Step reaction; - **Depart** **Radiating Freedom** The herald affects you and all your allies within 100 feet with [[Freedom of Movement]]. The duration is reduced to 3 rounds. - - **Lawful Neutral** - **Arrive** ([[abjuration]], [[lawful]]) **Defy Chaos** You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; - **Depart** **Order's Wrath** The herald casts 5th-level [[Divine Wrath]] (choosing lawful) in a 100-foot emanation - - **Neutral** - **Arrive** ([[transmutation]]) **Quickening Ripple** You and each ally within 100 feet of the herald are [[Quickened]] while the herald is present, and can use the additional action to Step, Stride, or Strike; - **Depart** **Sapping Beam** The herald casts 6th-level [[Enervation]] in a 100‑foot line. - - **Chaotic Neutral** - **Arrive** ([[abjuration]], [[chaotic]]) **Defy Law** You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; - **Depart** **Chaos Hammer** The herald casts 5th-level [[Divine Wrath]] (choosing chaotic) in a 100-foot emanation. - - **Lawful Evil** - **Arrive** **Aura of Iron** While within 100 feet of the herald, you and your allies gain the champion's Iron Command reaction; - **Depart** **Unholy Blight** The herald casts 5th-level [[Divine Wrath]] (choosing evil) in a 100‑foot emanation. - - **Neutral Evil** - **Arrive** **Aura of Selfishness** While within 100 feet of the herald, you and your allies gain the champion's Selfish Shield reaction; - **Depart** **Infinite Despair** The herald casts 5th-level [[Crushing Despair]] in a 100-foot cone. - - **Chaotic Evil** - **Arrive** **Aura of Vengeance** While within 100 feet of the herald, you and your allies gain the champion's Destructive Vengeance reaction; - **Depart** **Weapon Hurricane** The herald casts 5th-level [[Weapon Storm]] in a 100-foot cone, using d12 for the die size. ---- -# `=this.name` -==incarnate== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Summon Irii.md b/content/Mechanics/Spells/Spells/Level 8/Summon Irii.md deleted file mode 100644 index 14b8ddc0f..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Summon Irii.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Summon Irii -alias: Summon Irii -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: conjuration -type: utility -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 100 feet -source: "Pathfinder Dark Archive" -duration: until the end of your next turn -traits: - - rare - - incarnate - - conjuration -components: - - material - - somatic - - verbal -description: > - You cast your spell, whisper your words of power, and find that an irii is already here-indeed, they have always been here, and always were, and always will be. The temporal being occupies the space of a Medium creature and has a Speed of 60 feet and a fly Speed of 60 feet. When you Cast this Spell, choose whether it summons a fate irii or a fortune irii. - - **Fate** The fate stands before you with its stained-glass wings and animal-headed gaze, floating eyes circling about it - **Arrive** ([[divination]], [[fortune]], [[lawful]], [[prediction]])**Decree the Immutability of Time** While within 30 feet of the fate, you and your allies who roll below 10 on a d20 for an attack roll, Perception check, saving throw, or skill check get a 10 instead - **Depart** ([[divination]], [[misfortune]], [[prediction]]) **Observe the Inevitability of Destiny** Each enemy within a 30-foot emanation must attempt a Will save. If a creature fails its save, until the end of its next turn, any time it rolls above 10 on a d20 for an attack roll, Perception check, saving throw, or skill check, it gets a 10 instead. - - **Fortune** The fortune stands before you with its golden horns and moth-scale wings, a sly smirk on its elfin face - **Arrive** ([[chaotic]], [[divination]], [[fortune]], [[prediction]]) **Decree the Chaos of Infinity** While within 30 feet of the fortune, you and your allies roll twice and take the higher roll on all damage rolls, Perception checks, and saving throws - **Depart** ([[divination]], [[misfortune]], [[prediction]]) **Sunder Eternity's Authority** Each enemy within a 30-foot emanation must attempt a Will save. A creature that fails its save must roll twice and take the lower result on all damage rolls, Perception checks, and saving throws until the end of its next turn. ---- -# `=this.name` -==rare== | ==incarnate== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Uncontrollable Dance.md b/content/Mechanics/Spells/Spells/Level 8/Uncontrollable Dance.md deleted file mode 100644 index 7d0ab6793..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Uncontrollable Dance.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Uncontrollable Dance -alias: Uncontrollable Dance -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: enchantment -type: save -traditions: [arcane, occult] -deities: Ashava, Hathor, Kofusachi -bloodline: aberrant, fey -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: varies -save: will -basic: false -traits: - - common - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The target is unaffected. - **Success** The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing. - **Failure** The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing. - **Critical Failure** The spell's duration is 1 minute, and the target must spend all its actions each turn dancing. ---- -# `=this.name` -==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Undermine Reality.md b/content/Mechanics/Spells/Spells/Level 8/Undermine Reality.md deleted file mode 100644 index 0161ed9be..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Undermine Reality.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Undermine Reality -alias: Undermine Reality -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: illusion -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -target: 1 creature -source: "Pathfinder #156: The Apocalypse Prophet" -duration: varies -save: will -basic: false -traits: - - uncommon - - incapacitation - - shadow - - illusion -components: - - somatic - - verbal -description: > - You lash a target with tendrils of shadow that steal some of its substance, making it quasi-real. As long as it is quasi-real, its Strikes deal half damage, it can't critically succeed at any skill check, and creatures attempting saving throws against its spells and effects get a result one degree of success better than they rolled. The target must attempt a Will saving throw. - - **Critical Success** The target is unaffected. - **Success** The target is quasi-real until the end of its next turn. - **Failure** The target is quasi-real for 1 minute. At the end of each of its turns, it can attempt another Will save, ending the spell on a success. - **Critical Failure** The target is quasi-real for an unlimited duration. ---- -# `=this.name` -==uncommon== | ==incapacitation== | ==shadow== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Unrelenting Observation.md b/content/Mechanics/Spells/Spells/Level 8/Unrelenting Observation.md deleted file mode 100644 index 8e1cf9c36..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Unrelenting Observation.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Unrelenting Observation -alias: Unrelenting Observation -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 8 -school: divination -type: utility -traditions: [arcane, occult] -deities: Abraxas, Kols -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 100 feet -target: 1 creature or object tracked and up to 5 other willing creatures -area: 20-foot burst -source: "Pathfinder Core Rulebook" -duration: varies -traits: - - common - - scrying - - divination -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The creature or object is unaffected. - **Success** As described, and the duration is 1 minute. - **Failure** As described, and the duration is 1 hour. ---- -# `=this.name` -==scrying== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 8/Whirlwind.md b/content/Mechanics/Spells/Spells/Level 8/Whirlwind.md deleted file mode 100644 index 2afd8241c..000000000 --- a/content/Mechanics/Spells/Spells/Level 8/Whirlwind.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -name: Whirlwind -alias: Whirlwind -tags: - - pf2e/spell - - pf2e/spell/level_8 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/primal -level: 8 -school: evocation -type: save -traditions: [primal] -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 500 feet -area: 15-foot burst -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -save: reflex -basic: false -traits: - - common - - air - - evocation -components: - - material - - somatic - - verbal -description: > - Area 15-foot radius, 80-foot-tall cylinder - - Powerful winds coalesce into a devastating tornado. You can Cast this Spell only if you are outside or the ceiling is 80 feet or higher. All squares in the whirlwind are difficult terrain. - All creatures in the area take 5d10 bludgeoning damage as powerful winds and debris buffet them, with a Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 30 feet in a straight line. Each creature the whirlwind moves through takes the damage, also with a Reflex save. A creature can be affected by a whirlwind only once per round. - - **Critical Success** The creature is unaffected. - **Success** The creature takes half damage. - **Failure** The creature takes full damage and rises 10 feet into the air. If it doesn't have a fly Speed, the creature gains one equal to its Speed until it either reaches the ground or ceases to be in the whirlwind's area, potentially falling when the spell ends or when it leaves the area. - **Critical Failure** As failure, except the creature takes double damage and rises 20 feet into the air. - - **Heightened (+1)** Increase the bludgeoning damage by 1d10. ---- -# `=this.name` -==air== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Astral Labyrinth.md b/content/Mechanics/Spells/Spells/Level 9/Astral Labyrinth.md deleted file mode 100644 index ecf2543d0..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Astral Labyrinth.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Astral Labyrinth -alias: Astral Labyrinth -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/abjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 9 -school: abjuration -type: save -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -area: 80-foot burst -source: "Pathfinder #156: The Apocalypse Prophet" -duration: 1 day -save: will -basic: false -traits: - - uncommon - - incapacitation - - abjuration -components: - - somatic - - verbal -description: > - You connect the entire area with an invisible maze of astral energy that interferes with dimensional and mental magic. Choose a point in the area that you can see when you cast this spell. Objects other than force effects and rare metals can't block this spell's area. Astral labyrinth attempts to counteract magical mental effects targeting or including anyone other than the caster in the area, though it has no effect on mental effects that began outside the area or before the spell was cast. - In addition, any creature that tries to depart or arrive in a location in the area by teleportation or extradimensional travel (including extradimensional spaces) must attempt a Will saving throw. Summoned creatures must attempt the save when they are summoned, but not when the summoning ends. - - **Critical Success** The creature is unaffected. - **Success** The creature is [[Stunned]] 1. - **Failure** The creature is [[Stunned]] 1, you are mentally alerted that something has failed its save against this spell, and the creature arrives in the empty space closest to the point you chose instead of its intended destination. - **Critical Failure** The creature is [[Stunned]] 3, you get a mental glimpse of its appearance, and the creature arrives in the empty space closest to the point you chose instead of its intended destination. - - **Heightened (10th)** You and creatures transported by your spells can't get a result worse than success on the saving throw to teleport into or out of the area. ---- -# `=this.name` -==uncommon== | ==incapacitation== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Bilocation.md b/content/Mechanics/Spells/Spells/Level 9/Bilocation.md deleted file mode 100644 index 6bca19946..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Bilocation.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -name: Bilocation -alias: Bilocation -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 9 -school: conjuration -type: utility -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Dark Archive" -duration: 10 minutes -traits: - - common - - conjuration -components: - - somatic - - verbal -description: > - You exist in two places at once. When you Cast the Spell, another copy of yourself appears in an adjacent square. During bilocation's duration, whenever you act, you can choose which of your selves does so, and whenever one of you uses a move action, you can both move. Your two selves share Hit Points, and any condition or effect on one affects both. If both of your selves are in the area of the same effect, or targeted by the same multitarget effect, you are only affected once. Even if you are reduced to 0 Hit Points or killed, both selves remain until the duration expires. Your link continues at any distance, even across planar boundaries. You can Dismiss the Spell, and if you do so, you choose which of the selves vanishes and which becomes you, allowing you to extricate one of your selves from a dangerous situation. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Crusade.md b/content/Mechanics/Spells/Spells/Level 9/Crusade.md deleted file mode 100644 index 76bb13819..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Crusade.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Crusade -alias: Crusade -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/divine -level: 9 -school: enchantment -type: utility -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 60 feet -target: up to 4 creatures -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - uncommon - - linguistic - - mental - - enchantment -components: - - somatic - - verbal -description: > - You issue a divine mandate or proclaim a cause to the targets. 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. - - **Heightened (10th)** The level for each category increases by 2. ---- -# `=this.name` -==uncommon== | ==linguistic== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Divinity Leech.md b/content/Mechanics/Spells/Spells/Level 9/Divinity Leech.md deleted file mode 100644 index fb91a0b3a..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Divinity Leech.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Divinity Leech -alias: Divinity Leech -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 9 -school: enchantment -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder #162: Ruins of the Radiant Siege" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - rare - - enchantment -components: - - somatic - - verbal -description: > - You disrupt the connection between a divine caster or deific servitor and their deity, blocking their use of divine power. If the target fails its save, it is [[Fatigued]]. - For the spell's duration, whenever the target casts a divine spell, you regain 6d6 healing{6d6 Hit Points} and the target must attempt another Will save with the following effects. - - **Critical Success** The target is unaffected. - **Success** Each target of the divine spell has an outcome one degree of success better than the result it rolled. - **Failure** The divine spell is lost and target is [[Stunned]] 1. - **Critical Failure** As failure, but the target is [[Stunned]] for 1 round. ---- -# `=this.name` -==rare== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Foresight.md b/content/Mechanics/Spells/Spells/Level 9/Foresight.md deleted file mode 100644 index 0c0c086d0..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Foresight.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Foresight -alias: Foresight -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 9 -school: divination -type: utility -traditions: [arcane, divine, occult] -bloodline: angelic -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - mental - - prediction - - divination -components: - - somatic - - verbal -description: > - 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: Foresight - - **Foresight | reaction | Trigger** The target of foresight defends against a [[Hostile]] creature or other danger; **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. - ---- -# `=this.name` -==mental== | ==prediction== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Implosion.md b/content/Mechanics/Spells/Spells/Level 9/Implosion.md deleted file mode 100644 index 0928848ab..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Implosion.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Implosion -alias: Implosion -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 9 -school: evocation -type: save -traditions: [arcane, primal] -bloodline: demonic -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 corporeal creature -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -save: fortitude -basic: true -traits: - - common - - evocation -components: - - somatic - - verbal -description: > - You crush the target by causing it to collapse in on itself, dealing 75 damage. The first time each round 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 otherwise lacking a solid form. - - **Heightened (+1)** The damage increases by 10. ---- -# `=this.name` -==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Linnorm Sting.md b/content/Mechanics/Spells/Spells/Level 9/Linnorm Sting.md deleted file mode 100644 index 04554f25a..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Linnorm Sting.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Linnorm Sting -alias: Linnorm Sting -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 9 -school: necromancy -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature -source: "Pathfinder #160: Assault on Hunting Lodge Seven" -save: fortitude -basic: false -traits: - - uncommon - - fire - - poison - - necromancy -components: - - somatic - - verbal -description: > - You replicate the fiery venom of the tor linnorm and inflict an enemy with the dread dragon's debilitating bite. You deal 2d12 piercing damage to the targeted creature and afflict it with tor linnorm venom. If the target takes piercing damage, they must attempt a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target takes 8d6 fire damage. - **Failure** The target is afflicted with Tor Linnorm Venom at stage 1. - **Critical Failure** The target is afflicted with tor linnorm venom at stage 2. - - **Tor Linnorm Venom (fire, injury, poison) Level 17** - Maximum Duration 10 rounds - Stage 1 8d6 fire damage and [[Drained]] 1 (1 round) - Stage 2 12d6 fire damage and [[Drained]] 2 (1 round) ---- -# `=this.name` -==uncommon== | ==fire== | ==poison== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Massacre.md b/content/Mechanics/Spells/Spells/Level 9/Massacre.md deleted file mode 100644 index 13b270da6..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Massacre.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Massacre -alias: Massacre -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/primal -level: 9 -school: necromancy -type: save -traditions: [arcane, divine, primal] -bloodline: psychopomp -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 60-foot line -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - death - - negative - - necromancy -components: - - somatic - - verbal -description: > - You unleash a wave of necromantic energy to snuff out the life force of those in its path. Each living 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 living creature in the line (even those above 17th level) and 30 negative damage to you. - - **Critical Success** The creature is unaffected. - **Success** The creature takes 9d6 negative damage. - **Failure** The creature takes 100 negative damage. - **Critical Failure** The creature dies. - - **Heightened (10th)** The spell can affect living creatures up to 19th level. Increase the damage to 10d6 on a success, and to 115 on a failure. ---- -# `=this.name` -==death== | ==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Meteor Swarm.md b/content/Mechanics/Spells/Spells/Level 9/Meteor Swarm.md deleted file mode 100644 index 6c1646b64..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Meteor Swarm.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Meteor Swarm -alias: Meteor Swarm -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/evocation - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 9 -school: evocation -type: save -traditions: [arcane, primal] -bloodline: diabolic, phoenix -spelllist: elemental -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -source: "Pathfinder Core Rulebook" -save: reflex -basic: true -traits: - - common - - fire - - evocation -components: - - somatic - - verbal -description: > - 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 attempts only one saving throw against the spell no matter how many overlapping explosions it's caught in, and they can take each type of damage once once. The saving throw applies to both the bludgeoning and the fire damage. - - **Heightened (+1)** The bludgeoning damage increases by 1d10, and the fire damage increases by 2d6. ---- -# `=this.name` -==fire== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Basic Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Nature's Enmity.md b/content/Mechanics/Spells/Spells/Level 9/Nature's Enmity.md deleted file mode 100644 index bfd98907f..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Nature's Enmity.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Nature's Enmity -alias: Nature's Enmity -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 9 -school: enchantment -type: utility -traditions: [primal] -deities: Yuelral -bloodline: hag -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: up to 5 creatures -area: 500-foot burst -source: "Pathfinder Core Rulebook" -duration: 10 minutes -traits: - - common - - enchantment -components: - - somatic - - verbal -description: > - Animals, plants, and fungi 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 and fungi. - 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, fungus, and 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. ---- -# `=this.name` -==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/One With the Land.md b/content/Mechanics/Spells/Spells/Level 9/One With the Land.md deleted file mode 100644 index 534c516be..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/One With the Land.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: One With the Land -alias: One With the Land -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 9 -school: transmutation -type: utility -traditions: [primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Secrets of Magic" -duration: 1 minute -traits: - - common - - earth - - plant - - transmutation -components: - - somatic - - verbal -description: > - You merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to Hide or Take Cover within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can Dismiss the spell. While merged, you gain the following additional benefits. - - You immediately become aware of the surrounding terrain features, and you gain tremorsense as an imprecise sense with a range of 200 feet. - You can make terrain vengeance Strikes by commanding plants, rocks, and other natural features to attack your foes. These are melee Strikes that use your spell attack roll, can target any creature within 60 feet of you, and deal 5d12 bludgeoning, piercing, or slashing damage. You choose the damage type each time you make a terrain vengeance Strike. - By spending a single action, which has the concentrate trait, you can increase or decrease the environmental temperature changing it to either one step warmer than normal, one step colder than normal, or the normal temperature. - As a 2-action activity that has the concentrate trait, you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet. All of your alterations to the land end when the spell ends. Significant physical damage to the natural feature while you are inside it expels you and deals 10d6 damage to you. ---- -# `=this.name` -==earth== | ==plant== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Overwhelming Presence.md b/content/Mechanics/Spells/Spells/Level 9/Overwhelming Presence.md deleted file mode 100644 index 4304e08e2..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Overwhelming Presence.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -name: Overwhelming Presence -alias: Overwhelming Presence -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 9 -school: enchantment -type: save -traditions: [divine, occult] -bloodline: draconic, nymph, wyrmblessed -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -target: any number of creatures -area: 40-foot burst -source: "Pathfinder Core Rulebook" -duration: until full tribute is paid -save: will -basic: false -traits: - - common - - auditory - - incapacitation - - mental - - visual - - enchantment -components: - - somatic - - verbal -description: > - 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. - **Critical Success** The target is unaffected. - **Success** The target must pay tribute twice. - **Failure** The target must pay tribute six times. - **Critical Failure** As failure, and the target must spend all its actions paying tribute if possible. ---- -# `=this.name` -==auditory== | ==incapacitation== | ==mental== | ==visual== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target`; **Area** `=this.area` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Power Word Kill.md b/content/Mechanics/Spells/Spells/Level 9/Power Word Kill.md deleted file mode 100644 index 12d2734ba..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Power Word Kill.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -name: Power Word Kill -alias: Power Word Kill -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/enchantment - - pf2e/spelltype/utility - - pf2e/tradition/arcane -level: 9 -school: enchantment -type: utility -traditions: [arcane] -deities: Orcus -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -range: 30 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: varies -traits: - - uncommon - - auditory - - death - - mental - - enchantment -components: - - verbal -description: > - 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. - - **Heightened (10th)** The levels at which each outcome applies increase by 2. ---- -# `=this.name` -==uncommon== | ==auditory== | ==death== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Prismatic Shield.md b/content/Mechanics/Spells/Spells/Level 9/Prismatic Shield.md deleted file mode 100644 index 8271f42d6..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Prismatic Shield.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Prismatic Shield -alias: Prismatic Shield -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 9 -school: abjuration -type: utility -traditions: [arcane, occult] -time: 1 action -pf2etime: "*⬻{ .Pathfinder }*" -source: "Pathfinder #162: Ruins of the Radiant Siege" -duration: until the start of your next turn -traits: - - rare - - light - - abjuration -components: - - verbal -description: > - Shield-sized shards of multicolored light manifest in the air around you, each rotating quickly to intercept attacks. - Melee attacks against you impact a randomly colored shard, subjecting the attacker to a random effect from [[Prismatic Spray]], with a saving throw of the type indicated in that spell. - The shards automatically block physical ranged attacks the size of a spear or smaller, such as arrows, bolts, and javelins. You gain a +2 circumstance bonus to your AC against attacks with larger ranged weapons. - Any spell that targets you requires the caster to succeed at a counteract check against your spell DC, or it fails to affect you. ---- -# `=this.name` -==rare== | ==light== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Prismatic Sphere.md b/content/Mechanics/Spells/Spells/Level 9/Prismatic Sphere.md deleted file mode 100644 index b4cc20130..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Prismatic Sphere.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -name: Prismatic Sphere -alias: Prismatic Sphere -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/abjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 9 -school: abjuration -type: utility -traditions: [arcane, occult] -bloodline: imperial -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 10 feet -source: "Pathfinder Core Rulebook" -duration: 1 hour -traits: - - common - - light - - abjuration -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==light== | ==abjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Proliferating Eyes.md b/content/Mechanics/Spells/Spells/Level 9/Proliferating Eyes.md deleted file mode 100644 index d8c8a5c41..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Proliferating Eyes.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -name: Proliferating Eyes -alias: Proliferating Eyes -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/divination - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 9 -school: divination -type: utility -traditions: [arcane, divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: touch -target: 1 creature (see description) -source: "Pathfinder Secrets of Magic" -duration: 8 hours -traits: - - common - - scrying - - divination -components: - - somatic - - verbal -description: > - You implant an [[Invisible]], magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious-the first two times the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures. - You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the concentrate trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them. ---- -# `=this.name` -==scrying== | ==divination== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Resplendent Mansion.md b/content/Mechanics/Spells/Spells/Level 9/Resplendent Mansion.md deleted file mode 100644 index 96b643944..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Resplendent Mansion.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -name: Resplendent Mansion -alias: Resplendent Mansion -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 9 -school: conjuration -type: utility -traditions: [arcane, occult] -deities: Folgrit, The Deliberate Journey -bloodline: fey, genie -time: 1 minute -pf2etime: "" -range: 500 feet -source: "Pathfinder Core Rulebook" -duration: until the next time you make your daily preparations -traits: - - common - - conjuration -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Shapechange.md b/content/Mechanics/Spells/Spells/Level 9/Shapechange.md deleted file mode 100644 index 04bf3b892..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Shapechange.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -name: Shapechange -alias: Shapechange -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/transmutation - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 9 -school: transmutation -type: utility -traditions: [arcane, primal] -deities: Isis -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - polymorph - - transmutation -components: - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==polymorph== | ==transmutation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Storm of Vengeance.md b/content/Mechanics/Spells/Spells/Level 9/Storm of Vengeance.md deleted file mode 100644 index e4743936c..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Storm of Vengeance.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -name: Storm of Vengeance -alias: Storm of Vengeance -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/evocation - - pf2e/spelltype/utility - - pf2e/tradition/primal -level: 9 -school: evocation -type: utility -traditions: [primal] -deities: Nalinivati, Sky Keepers -bloodline: elemental -spelllist: elemental -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 800 feet -area: 360-foot burst -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -traits: - - common - - air - - electricity - - evocation -components: - - material - - somatic - - verbal -description: > - 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. - - **Heightened (10th)** The range increases to 2,200 feet, and the cloud is a 1,000-foot burst. ---- -# `=this.name` -==air== | ==electricity== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Summon Ancient Fleshforged.md b/content/Mechanics/Spells/Spells/Level 9/Summon Ancient Fleshforged.md deleted file mode 100644 index 43dd2c90f..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Summon Ancient Fleshforged.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -name: Summon Ancient Fleshforged -alias: Summon Ancient Fleshforged -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/conjuration - - pf2e/spelltype/utility - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 9 -school: conjuration -type: utility -traditions: [arcane, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 250 feet -source: "Pathfinder Lost Omens: Impossible Lands" -duration: until the end of your next turn -traits: - - rare - - incarnate - - conjuration -components: - - material - - somatic - - verbal -description: > - You summon an ancient Fleshforged, one of Nex's personal weaponized monstrosities unleashed in the first wars against Geb. It squeezes itself into its war form from time long forgotten, unleashing its wrath upon your foes. The Fleshforged occupies the space noted in the spell description. When you Cast this Spell, choose one of the Fleshforged below to summon. - - **Bone Breaker** Size Gargantuan, Speed 40 feet, climb 100 feet - **Arrive** ([[evocation]], [[sonic]]) **Skull Breaking Hum** The Bone Breaker appears in a shower of bone fragments. Its form is that of an immense titan of flesh and metal with long, muscular, twisted arms. The Bone Breaker releases a hum at a harmonic frequency that weakens bones in creatures' bodies. Each foe within an 80‑foot emanation must attempt a Fortitude save. On a critical success, they're unaffected; on a success, they're [[Enfeebled]] 2 for 1 round; on a failure they're [[Enfeebled]] 3 for 1 minute; and on a critical failure, they're [[Enfeebled]] 4 for 10 minutes. A skeleton or other undead foe made almost entirely of bones treats their result as one degree of success worse than they rolled. - **Depart** **Bruising Departure** The Bone Breaker pounds its long arms into the ground, creating a long shockwave. Each foe within a 100‑foot‑long, 10‑foot‑wide line takes 8d12 bludgeoning damage, with a basic Fortitude save. - - **Thorn Caller** Size Gargantuan, Speed 100 feet - **Arrive** ([[evocation]], [[light]]) **Thorn's Guidance** The Thorn Caller appears in a burst of light. The Thorn Caller's body is an ornate armored sphere with black panther masks surrounding a glowing light. The ball floats in the air due to six glowing, thornlike wings. Two clusters of bird heads emerge from both sides of the body with long necks that twirl together like tentacles. The Thorn Caller's burst of light illuminates all foes within 200 feet. The foes become [[Dazzled]] and flat‑footed, and if they were [[Invisible]], they become [[Concealed]] instead. These effects last until the Thorn Caller Departs. - **Depart** **Thorn-Burst** The Thorn Caller launches its thorned wings at various targets. Attempt spell attack rolls against up to 6 different targets within 300 feet. On a hit, the target takes 10d8 piercing damage, double on a critical hit, half on a failure, and none on a critical failure. - - **The Thousand** Size Medium (see below), Speed 30 feet - **Arrive** ([[emotion]], [[enchantment]], [[fear]], [[mental]]) **Disconcerting Arrival** Select five spaces in range and summon a Medium‑sized polyp of The Thousand in each of these spaces. The Thousand is an entity whose full scope is 1,000 polyps of oozing flesh, each physically separate but mentally part of a single creature. Not all 1,000 polyps have survived, and the spell summons five of them. Each creature within 10 feet of any of the polyps must attempt a Will Save. On a critical success, they're unaffected; on a success, they're [[Frightened]] 1; on a failure, they're [[Frightened]] 3; and on a critical failure, they're [[Frightened]] 4 and [[Fleeing]] for 1 round - **Depart** ([[illusion]], [[mental]]) **Violent Omen** Each frightened foe within a 60‑foot emanation of any of the five polyps takes 10d8 mental damage, with a basic Will save. - - **Scion of Desiccation** Size Gargantuan, Speed 100 feet, fly 100 feet - **Arrive** ([[necromancy]], [[negative]]) **Ashes to Ashes** The Scion of Desiccation appears in a swirl of screaming wind, a gargantuan form of twisted flesh that's constantly flensed by gritty ash and dust, and just as constantly regenerating itself. Each foe within a 40‑foot emanation takes 10d10 negative energy damage, with a basic Fortitude save - **Depart** ([[necromancy]], [[negative]]) **Dust to Dust** Each foe within a 60‑foot emanation must attempt a Fortitude save; they're [[Drained]] 2 on a failure or [[Drained]] 4 on a critical failure. ---- -# `=this.name` -==rare== | ==incarnate== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Summon Draconic Legion.md b/content/Mechanics/Spells/Spells/Level 9/Summon Draconic Legion.md deleted file mode 100644 index 6cc7dd122..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Summon Draconic Legion.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -name: Summon Draconic Legion -alias: Summon Draconic Legion -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane -level: 9 -school: conjuration -type: save -traditions: [arcane] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: 100 feet -source: "Pathfinder Secrets of Magic" -duration: until the end of your next turn -save: reflex -basic: true -traits: - - common - - incarnate - - conjuration -components: - - material - - somatic - - verbal -description: > - You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a Gargantuan creature. They have a fly Speed of 100 feet. When you Cast this Spell, choose whether it summons chromatic or metallic dragons. - - **Arrive** ([[evocation]]) **Energy Annihilation** The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes 10d8 damage (basic Reflex save). The dragons choose the damage type of each breath weapon, depending on the category of dragons summoned. Chromatic dragons can choose cold, fire, or poison for the cone and acid or electricity for the line; metallic dragons can choose cold or fire for the cone and acid, electricity, or fire for the line. - **Depart** **Draconic Whirlwind** The draconic legion strikes with fury, dealing 9d8 slashing damage (basic Reflex save) to all enemy creatures in its location or within 20 feet. ---- -# `=this.name` -==incarnate== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Telepathic Demand.md b/content/Mechanics/Spells/Spells/Level 9/Telepathic Demand.md deleted file mode 100644 index 3f6321e2e..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Telepathic Demand.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Telepathic Demand -alias: Telepathic Demand -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 9 -school: enchantment -type: save -traditions: [arcane, divine, occult] -time: 3 actions -pf2etime: "*⬽{ .Pathfinder }*" -range: planetary -target: 1 creature you've telepathically contacted before -source: "Pathfinder Core Rulebook" -duration: varies -save: will -basic: false -traits: - - common - - incapacitation - - linguistic - - mental - - enchantment -components: - - material - - somatic - - verbal -description: > - 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. ---- -# `=this.name` -==incapacitation== | ==linguistic== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Undertaker.md b/content/Mechanics/Spells/Spells/Level 9/Undertaker.md deleted file mode 100644 index 2bce70c9e..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Undertaker.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Undertaker -alias: Undertaker -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 9 -school: necromancy -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 30 feet -target: 1 living creature -source: "Pathfinder #184: The Ghouls Hunger" -save: fortitude -basic: false -traits: - - rare - - death - - evil - - necromancy -components: - - somatic - - verbal -description: > - You point your finger toward the target and whisper an epitaph that promises to grace their gravestone in the near future. This spell works best when both you and the target are in contact with solid ground. If either is not in contact with the ground, the target gains a +2 circumstance bonus on their saving throw against the spell, and if both you and the target are not in contact with solid ground, the target gains this bonus and treats the result of their save as one degree of success better than the actual result. The target of undertaker can resist with a Fortitude save. - - **Critical Success** The target is unaffected. - **Success** The target takes 40 negative damage. If the target is in contact with solid ground, the ground in the target's space shifts and shakes, and is treated as difficult terrain until the start of your next turn. - **Failure** The target takes 80 negative damage. If the target is in contact with solid ground, the ground in the target's space churns and cracks open into an open but shallow grave. The target is knocked [[Prone]], and that space is treated as difficult terrain until the grave is filled in. - **Critical Failure** The target takes 160 negative damage. If the target is in contact with solid ground, a grave opens beneath their feet and they fall prone within. The grave then forms a stone sarcophagus‑like shell around the victim. This stone shell cannot be opened and must be broken; it has AC 10, Hardness 14, and 80 Hit Points. At the start of your next turn, the grave fills in with soil. If the victim dies while inside this grave, at the next sundown the victim transforms into an evil ghast as the sarcophagus crumbles, allowing the new undead to dig its way up to the surface. ---- -# `=this.name` -==rare== | ==death== | ==evil== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Unfathomable Song.md b/content/Mechanics/Spells/Spells/Level 9/Unfathomable Song.md deleted file mode 100644 index b6a59783c..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Unfathomable Song.md +++ /dev/null @@ -1,73 +0,0 @@ ---- -name: Unfathomable Song -alias: Unfathomable Song -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/enchantment - - pf2e/spelltype/save - - pf2e/tradition/occult -level: 9 -school: enchantment -type: save -traditions: [occult] -deities: Azathoth -bloodline: aberrant -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: up to 5 creatures -source: "Pathfinder Core Rulebook" -duration: sustained up to 1 minute -save: will -basic: false -traits: - - common - - auditory - - emotion - - fear - - incapacitation - - mental - - enchantment -components: - - somatic - - verbal -description: > - 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 the first time you Sustain this Spell each round. 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. - - **Critical Success** The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute. - **Success** The target is unaffected this round, but it can be affected on subsequent rounds. - **Failure** Roll 1d4 on the table below. - **Critical Failure** Roll 1d4+1 on the table below. - - Result - Effect - - 1 - The target is [[Frightened]] 2 - - 2 - The target is [[Confused]] for 1 round - - 3 - The target is [[Stupefied]] 4 for 1 round - - 4 - The target is [[Blinded]] for 1 round - - 5 - The target is [[Stunned]] for 1 round and [[Stupefied]] 1 for an unlimited duration ---- -# `=this.name` -==auditory== | ==emotion== | ==fear== | ==incapacitation== | ==mental== | ==enchantment== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Unspeakable Shadow.md b/content/Mechanics/Spells/Spells/Level 9/Unspeakable Shadow.md deleted file mode 100644 index d58b019cb..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Unspeakable Shadow.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -name: Unspeakable Shadow -alias: Unspeakable Shadow -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 9 -school: illusion -type: save -traditions: [arcane, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: 1 creature -source: "Pathfinder Secrets of Magic" -duration: varies -save: will -basic: false -traits: - - common - - death - - emotion - - fear - - mental - - shadow - - visual - - illusion -components: - - somatic - - verbal -description: > - You alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The creature must attempt a Will save. A creature that has the frightened condition from unspeakable shadow must spend at least one of its actions each turn to either attack its shadow (making a Strike ineffectually) or flee from its shadow (using one action to move away as though it had the fleeing condition). - - **Critical Success** The target is unaffected. - **Success** The target is [[Frightened]] 2. - **Failure** The target is [[Frightened]] 3. It can't reduce its frightened value below 1 for 1 minute. - **Critical Failure** The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the incapacitation trait. If it succeeds at its save, the target is [[Frightened]] 4 and can't reduce its frightened value below 1 for 1 minute. ---- -# `=this.name` -==death== | ==emotion== | ==fear== | ==mental== | ==shadow== | ==visual== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Upheaval.md b/content/Mechanics/Spells/Spells/Level 9/Upheaval.md deleted file mode 100644 index d820040c7..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Upheaval.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -name: Upheaval -alias: Upheaval -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/conjuration - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/primal -level: 9 -school: conjuration -type: save -traditions: [arcane, primal] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 500 feet -source: "Pathfinder #156: The Apocalypse Prophet" -traits: - - uncommon - - earth - - conjuration -components: - - somatic - - verbal -description: > - The ground in the area shudders and crumbles as huge pillars of stone erupt into the air, rending the terrain around them. - The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a river might be blocked and flood the surrounding area. - - Stone Debris The area becomes difficult terrain. - Rising Pillars Pillars of smooth stone rise from your chosen number of 10-foot squares on a surface in the area, ascending up to 60 feet in height. Each pillar stops when it hits a structure or ceiling unless that structure collapses (see below). The DC to Climb or Grab an Edge on a pillar is 30. Each creature on a pillar after it rises must succeed at a Reflex saving throw or fall off the nearest edge (the creature can choose which edge, if several are equally close). A creature on a pillar that is stopped by a structure falls without attempting a save. - Structural Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 14 for a sturdy structure, DC 9 for an average structure and most natural formations, all adjusted higher or lower as the GM sees fit). In general, shoddy structures automatically collapse. A collapse deals 11d6 bludgeoning damage to creatures beneath it; each creature caught in a collapse must attempt a Reflex save to avoid it. If the creature is forced to attempt a Reflex save because it was on a rising pillar, it uses the same result. - - **Critical Success** The creature takes half collapse damage. - **Success** The creature takes half the collapse damage and falls [[Prone]]. - **Failure** The creature takes the full collapse damage and falls prone. - **Critical Failure** The creature takes the full collapse damage and is [[Restrained]] by debris until it successfully Escapes (DC equal to the spell's save DC). ---- -# `=this.name` -==uncommon== | ==earth== | ==conjuration== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Voracious Gestalt.md b/content/Mechanics/Spells/Spells/Level 9/Voracious Gestalt.md deleted file mode 100644 index 02f796fb5..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Voracious Gestalt.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Voracious Gestalt -alias: Voracious Gestalt -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 9 -school: necromancy -type: save -traditions: [divine, occult] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 30-foot emanation -source: "Pathfinder Secrets of Magic" -duration: sustained up to 1 minute -save: fortitude -basic: true -traits: - - common - - aura - - death - - evil - - necromancy -components: - - somatic - - verbal -description: > - You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. When you Cast the Spell, the gestalt deals 14d6 negative damage to all living creatures of your choice in the area, with a basic Fortitude save. Creatures you choose that end their turns in the area take 6d6 negative damage damage, with a basic Fortitude save. - At the end of each of your turns, if you killed a living creature during that turn or if the gestalt's damage killed a creature since the end of your prior turn, you add the slain creature's soul to the gestalt. The emanation's radius increases by 20 feet and the damage dealt by the aura increases by 1d6. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat. - - **Heightened (10th)** The initial damage increases to 16d6 and the aura's damage starts at 7d6 negative damage. ---- -# `=this.name` -==aura== | ==death== | ==evil== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Wail of the Banshee.md b/content/Mechanics/Spells/Spells/Level 9/Wail of the Banshee.md deleted file mode 100644 index 42cf9df74..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Wail of the Banshee.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -name: Wail of the Banshee -alias: Wail of the Banshee -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/necromancy - - pf2e/spelltype/save - - pf2e/tradition/divine - - pf2e/tradition/occult -level: 9 -school: necromancy -type: save -traditions: [divine, occult] -bloodline: undead -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -area: 40-foot emanation -source: "Pathfinder Core Rulebook" -save: fortitude -basic: false -traits: - - common - - auditory - - death - - negative - - necromancy -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The creature is unaffected. - **Success** The creature takes full damage. - **Failure** The creature takes full damage and is [[Drained]] 1d4. - **Critical Failure** The creature takes double damage and is [[Drained]] 4. ---- -# `=this.name` -==auditory== | ==death== | ==negative== | ==necromancy== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Weapon of Judgment.md b/content/Mechanics/Spells/Spells/Level 9/Weapon of Judgment.md deleted file mode 100644 index f5d328cad..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Weapon of Judgment.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -name: Weapon of Judgment -alias: Weapon of Judgment -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/evocation - - pf2e/spelltype/attack - - pf2e/tradition/divine -level: 9 -school: evocation -type: attack -traditions: [divine] -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 100 feet -target: 1 creature -source: "Pathfinder Core Rulebook" -duration: 1 minute -traits: - - common - - force - - evocation -components: - - somatic - - verbal -description: > - 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 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. - - **Heightened (10th)** The force damage increases by 1d10. ---- -# `=this.name` -==force== | ==evocation== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Weird.md b/content/Mechanics/Spells/Spells/Level 9/Weird.md deleted file mode 100644 index 639e6b389..000000000 --- a/content/Mechanics/Spells/Spells/Level 9/Weird.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -name: Weird -alias: Weird -tags: - - pf2e/spell - - pf2e/spell/level_9 - - pf2e/school/illusion - - pf2e/spelltype/save - - pf2e/tradition/arcane - - pf2e/tradition/occult -level: 9 -school: illusion -type: save -traditions: [arcane, occult] -deities: Charon, Nyarlathotep (The Crawling Chaos) -bloodline: shadow -time: 2 actions -pf2etime: "*⬺{ .Pathfinder }*" -range: 120 feet -target: any number of creatures -source: "Pathfinder Core Rulebook" -save: will -basic: false -traits: - - common - - death - - emotion - - fear - - mental - - illusion -components: - - somatic - - verbal -description: > - 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. - - **Critical Success** The target is unaffected. - **Success** The target takes half damage and is [[Frightened]] 1. - **Failure** The target takes full damage and is [[Frightened]] 2. - **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. ---- -# `=this.name` -==death== | ==emotion== | ==fear== | ==mental== | ==illusion== - -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save` - -*** -`=this.description` \ No newline at end of file diff --git a/content/Mechanics/setting/Deities/set-botd.md b/content/Mechanics/setting/Deities/set-botd.md deleted file mode 100644 index 10670a04f..000000000 --- a/content/Mechanics/setting/Deities/set-botd.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/botd -- deity/ancient-osirian-gods -- domain/darkness/deity -- domain/death/deity -- domain/dust/deity -- domain/lightning/deity -aliases: ["Set"] ---- -# Set *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* -*Source: Book of the Dead p. 133* - -- **Category**: Ancient Osirian Gods -- **Anathema**: refuse to fight your own battles, destroy a soul instead of turning it to undeath -- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") - -## Devotee benefits - -- **Divine Font**: [harm](compendium/spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) -- **Domains**: [death](compendium/setting/domains.md#Death), [darkness](compendium/setting/domains.md#Darkness), [dust](compendium/setting/domains.md#Dust), [lightning](compendium/setting/domains.md#Lightning) -- **Cleric Spells**: 1st: [penumbral shroud](compendium/spells/penumbral-shroud-logm.md); 3rd: [cup of dust](compendium/spells/cup-of-dust-logm.md); 6th: [disintegrate](compendium/spells/disintegrate.md) \ No newline at end of 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Spells/Level 5/Establish Ward.md rename to content/mechanics/spells/Focus Spells/Level 5/Establish Ward.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Fey Glamour.md b/content/mechanics/spells/Focus Spells/Level 5/Fey Glamour.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Fey Glamour.md rename to content/mechanics/spells/Focus Spells/Level 5/Fey Glamour.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Glacial Heart.md b/content/mechanics/spells/Focus Spells/Level 5/Glacial Heart.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Glacial Heart.md rename to content/mechanics/spells/Focus Spells/Level 5/Glacial Heart.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Grasping Grave.md b/content/mechanics/spells/Focus Spells/Level 5/Grasping Grave.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Grasping Grave.md rename to content/mechanics/spells/Focus Spells/Level 5/Grasping Grave.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Hellfire Plume.md b/content/mechanics/spells/Focus Spells/Level 5/Hellfire Plume.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Hellfire Plume.md rename to content/mechanics/spells/Focus Spells/Level 5/Hellfire Plume.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Hunter's Vision.md b/content/mechanics/spells/Focus Spells/Level 5/Hunter's Vision.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Hunter's Vision.md rename to content/mechanics/spells/Focus Spells/Level 5/Hunter's Vision.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Litany against Sloth.md b/content/mechanics/spells/Focus Spells/Level 5/Litany against Sloth.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Litany against Sloth.md rename to content/mechanics/spells/Focus Spells/Level 5/Litany against Sloth.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Litany of Self-Interest.md b/content/mechanics/spells/Focus Spells/Level 5/Litany of Self-Interest.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Litany of Self-Interest.md rename to content/mechanics/spells/Focus Spells/Level 5/Litany of Self-Interest.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Ode to Ouroboros.md b/content/mechanics/spells/Focus Spells/Level 5/Ode to Ouroboros.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Ode to Ouroboros.md rename to content/mechanics/spells/Focus Spells/Level 5/Ode to Ouroboros.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Over the Coals.md b/content/mechanics/spells/Focus Spells/Level 5/Over the Coals.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Over the Coals.md rename to content/mechanics/spells/Focus Spells/Level 5/Over the Coals.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Restorative Moment.md b/content/mechanics/spells/Focus Spells/Level 5/Restorative Moment.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Restorative Moment.md rename to content/mechanics/spells/Focus Spells/Level 5/Restorative Moment.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Shadow Jump.md b/content/mechanics/spells/Focus Spells/Level 5/Shadow Jump.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Shadow Jump.md rename to content/mechanics/spells/Focus Spells/Level 5/Shadow Jump.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Shall not Falter, Shall not Rout.md b/content/mechanics/spells/Focus Spells/Level 5/Shall not Falter, Shall not Rout.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Shall not Falter, Shall not Rout.md rename to content/mechanics/spells/Focus Spells/Level 5/Shall not Falter, Shall not Rout.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Shepherd of Souls.md b/content/mechanics/spells/Focus Spells/Level 5/Shepherd of Souls.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Shepherd of Souls.md rename to content/mechanics/spells/Focus Spells/Level 5/Shepherd of Souls.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Spellmaster's Ward.md b/content/mechanics/spells/Focus Spells/Level 5/Spellmaster's Ward.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Spellmaster's Ward.md rename to content/mechanics/spells/Focus Spells/Level 5/Spellmaster's Ward.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Steal the Sky.md b/content/mechanics/spells/Focus Spells/Level 5/Steal the Sky.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Steal the Sky.md rename to content/mechanics/spells/Focus Spells/Level 5/Steal the Sky.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Symphony of the Unfettered Heart.md b/content/mechanics/spells/Focus Spells/Level 5/Symphony of the Unfettered Heart.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Symphony of the Unfettered Heart.md rename to content/mechanics/spells/Focus Spells/Level 5/Symphony of the Unfettered Heart.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Terrain Transposition.md b/content/mechanics/spells/Focus Spells/Level 5/Terrain Transposition.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Terrain Transposition.md rename to content/mechanics/spells/Focus Spells/Level 5/Terrain Transposition.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Unusual Anatomy.md b/content/mechanics/spells/Focus Spells/Level 5/Unusual Anatomy.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Unusual Anatomy.md rename to content/mechanics/spells/Focus Spells/Level 5/Unusual Anatomy.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Wind Jump.md b/content/mechanics/spells/Focus Spells/Level 5/Wind Jump.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Wind Jump.md rename to content/mechanics/spells/Focus Spells/Level 5/Wind Jump.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Wish-Twisted Form.md b/content/mechanics/spells/Focus Spells/Level 5/Wish-Twisted Form.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Wish-Twisted Form.md rename to content/mechanics/spells/Focus Spells/Level 5/Wish-Twisted Form.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/Wronged Monk's Wrath.md b/content/mechanics/spells/Focus Spells/Level 5/Wronged Monk's Wrath.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/Wronged Monk's Wrath.md rename to content/mechanics/spells/Focus Spells/Level 5/Wronged Monk's Wrath.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 5/You're Mine.md b/content/mechanics/spells/Focus Spells/Level 5/You're Mine.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 5/You're Mine.md rename to content/mechanics/spells/Focus Spells/Level 5/You're Mine.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Ancestral Form.md b/content/mechanics/spells/Focus Spells/Level 6/Ancestral Form.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Ancestral Form.md rename to content/mechanics/spells/Focus Spells/Level 6/Ancestral Form.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Champion's Sacrifice.md b/content/mechanics/spells/Focus Spells/Level 6/Champion's Sacrifice.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Champion's Sacrifice.md rename to content/mechanics/spells/Focus Spells/Level 6/Champion's Sacrifice.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Claim Undead.md b/content/mechanics/spells/Focus Spells/Level 6/Claim Undead.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Claim Undead.md rename to content/mechanics/spells/Focus Spells/Level 6/Claim Undead.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Dread Secret.md b/content/mechanics/spells/Focus Spells/Level 6/Dread Secret.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Dread Secret.md rename to content/mechanics/spells/Focus Spells/Level 6/Dread Secret.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Flaming Fusillade.md b/content/mechanics/spells/Focus Spells/Level 6/Flaming Fusillade.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Flaming Fusillade.md rename to content/mechanics/spells/Focus Spells/Level 6/Flaming Fusillade.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/For Love, For Lightning.md b/content/mechanics/spells/Focus Spells/Level 6/For Love, For Lightning.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/For Love, For Lightning.md rename to content/mechanics/spells/Focus Spells/Level 6/For Love, For Lightning.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Heroic Feat.md b/content/mechanics/spells/Focus Spells/Level 6/Heroic Feat.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Heroic Feat.md rename to content/mechanics/spells/Focus Spells/Level 6/Heroic Feat.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Life-Giving Form.md b/content/mechanics/spells/Focus Spells/Level 6/Life-Giving Form.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Life-Giving Form.md rename to content/mechanics/spells/Focus Spells/Level 6/Life-Giving Form.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Manifold Lives.md b/content/mechanics/spells/Focus Spells/Level 6/Manifold Lives.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Manifold Lives.md rename to content/mechanics/spells/Focus Spells/Level 6/Manifold Lives.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Moonlight Bridge.md b/content/mechanics/spells/Focus Spells/Level 6/Moonlight Bridge.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Moonlight Bridge.md rename to content/mechanics/spells/Focus Spells/Level 6/Moonlight Bridge.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Primal Summons.md b/content/mechanics/spells/Focus Spells/Level 6/Primal Summons.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Primal Summons.md rename to content/mechanics/spells/Focus Spells/Level 6/Primal Summons.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Shadow Illusion.md b/content/mechanics/spells/Focus Spells/Level 6/Shadow Illusion.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Shadow Illusion.md rename to content/mechanics/spells/Focus Spells/Level 6/Shadow Illusion.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Shambling Horror.md b/content/mechanics/spells/Focus Spells/Level 6/Shambling Horror.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Shambling Horror.md rename to content/mechanics/spells/Focus Spells/Level 6/Shambling Horror.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Speaking Sky.md b/content/mechanics/spells/Focus Spells/Level 6/Speaking Sky.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Speaking Sky.md rename to content/mechanics/spells/Focus Spells/Level 6/Speaking Sky.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 6/Tempest Form.md b/content/mechanics/spells/Focus Spells/Level 6/Tempest Form.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 6/Tempest Form.md rename to content/mechanics/spells/Focus Spells/Level 6/Tempest Form.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 7/Darklight.md b/content/mechanics/spells/Focus Spells/Level 7/Darklight.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 7/Darklight.md rename to content/mechanics/spells/Focus Spells/Level 7/Darklight.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 7/Hasted Assault.md b/content/mechanics/spells/Focus Spells/Level 7/Hasted Assault.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 7/Hasted Assault.md rename to content/mechanics/spells/Focus Spells/Level 7/Hasted Assault.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 7/Litany of Depravity.md b/content/mechanics/spells/Focus Spells/Level 7/Litany of Depravity.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 7/Litany of Depravity.md rename to content/mechanics/spells/Focus Spells/Level 7/Litany of Depravity.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 7/Litany of Righteousness.md b/content/mechanics/spells/Focus Spells/Level 7/Litany of Righteousness.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 7/Litany of Righteousness.md rename to content/mechanics/spells/Focus Spells/Level 7/Litany of Righteousness.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 7/Shadow's Web.md b/content/mechanics/spells/Focus Spells/Level 7/Shadow's Web.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 7/Shadow's Web.md rename to content/mechanics/spells/Focus Spells/Level 7/Shadow's Web.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 7/Soothing Ballad.md b/content/mechanics/spells/Focus Spells/Level 7/Soothing Ballad.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 7/Soothing Ballad.md rename to content/mechanics/spells/Focus Spells/Level 7/Soothing Ballad.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 8/Impaling Briars.md b/content/mechanics/spells/Focus Spells/Level 8/Impaling Briars.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 8/Impaling Briars.md rename to content/mechanics/spells/Focus Spells/Level 8/Impaling Briars.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 8/Medusa's Wrath.md b/content/mechanics/spells/Focus Spells/Level 8/Medusa's Wrath.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 8/Medusa's Wrath.md rename to content/mechanics/spells/Focus Spells/Level 8/Medusa's Wrath.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 8/Quivering Palm.md b/content/mechanics/spells/Focus Spells/Level 8/Quivering Palm.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 8/Quivering Palm.md rename to content/mechanics/spells/Focus Spells/Level 8/Quivering Palm.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 9/Empty Body.md b/content/mechanics/spells/Focus Spells/Level 9/Empty Body.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 9/Empty Body.md rename to content/mechanics/spells/Focus Spells/Level 9/Empty Body.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 9/Ki Form.md b/content/mechanics/spells/Focus Spells/Level 9/Ki Form.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 9/Ki Form.md rename to content/mechanics/spells/Focus Spells/Level 9/Ki Form.md diff --git a/content/Mechanics/Spells/Focus Spells/Level 9/Storm Lord.md b/content/mechanics/spells/Focus Spells/Level 9/Storm Lord.md similarity index 100% rename from content/Mechanics/Spells/Focus Spells/Level 9/Storm Lord.md rename to content/mechanics/spells/Focus Spells/Level 9/Storm Lord.md diff --git a/content/mechanics/spells/Spells/Cantrips/Acid Splash.md b/content/mechanics/spells/Spells/Cantrips/Acid Splash.md new file mode 100644 index 000000000..04987dea7 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Acid Splash.md @@ -0,0 +1,44 @@ +--- +name: Acid Splash +alias: Acid Splash +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: attack +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - attack + - acid + - cantrip + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==acid== | ==cantrip== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` + +*** +You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 acid splash damage. On a critical success, the target also takes 1 persistent acid damage. + +**Heightened (3rd)** The initial damage increases to 1d6 + your spellcasting ability modifier, and the [[Persistent Damage]] increases to 2 persistent acid. +**Heightened (5th)** The initial damage increases to 2d6 + your spellcasting ability modifier, the Persistent Damage increases to 3 persistent acid, and the splash damage increases to 2. +**Heightened (7th)** The initial damage increases to 3d6 + your spellcasting ability modifier, the Persistent Damage increases to 4 persistent acid, and the splash damage increases to 3. +**Heightened (9th)** The initial damage increases to 4d6 + your spellcasting ability modifier, the Persistent Damage increases to 5 persistent acid, and the splash damage increases to 4. diff --git a/content/mechanics/spells/Spells/Cantrips/Ancient Dust.md b/content/mechanics/spells/Spells/Cantrips/Ancient Dust.md new file mode 100644 index 000000000..c9f0c07e9 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Ancient Dust.md @@ -0,0 +1,46 @@ +--- +name: Ancient Dust +alias: Ancient Dust +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine +level: 1 +school: necromancy +type: save +traditions: [arcane, divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 15-foot cone +source: "Pathfinder #186: Ghost King's Rage" +save: fortitude +basic: false +traits: + - uncommon + - cantrip + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==cantrip== | ==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.pf2etime` `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +You cough up a cloud of gray soil, echoing the dust in the graves of Kemnebi's many victims. Each creature in the area takes negative damage equal to your spellcasting modifier and 1 persistent negative damage depending on its Fortitude save. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage and no persistent damage. +**Failure** The creature takes full damage and persistent damage. +**Critical Failure** The creature takes double damage and double the persistent damage. + + +**Heightened (+2)** The initial negative damage increases by 1d6, and the persistent damage increases by 1. diff --git a/content/mechanics/spells/Spells/Cantrips/Approximate.md b/content/mechanics/spells/Spells/Cantrips/Approximate.md new file mode 100644 index 000000000..8693179f2 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Approximate.md @@ -0,0 +1,44 @@ +--- +name: Approximate +alias: Approximate +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: divination +type: utility +traditions: [arcane, divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 10 feet +source: "Pathfinder Secrets of Magic" +traits: + - common + - cantrip + - detection + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==cantrip== | ==detection== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` + +*** +Area 1 cubic foot + + +Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit. For example, you could look at a pile of 180 copper coins, and you would learn that it held about 200 coins, but you couldn't determine there were exactly 180 coins. + +The type of object you name can be as specific or general as you like - "dented copper coins" is as viable as "coins" - but the distinguishing features must be obvious at a glance, and the spell is automatically fooled by objects disguised as other objects. For instance, the spell would register copper coins plated in gold as gold coins, not copper coins \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Cantrips/Bullhorn.md b/content/mechanics/spells/Spells/Cantrips/Bullhorn.md new file mode 100644 index 000000000..429d30e40 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Bullhorn.md @@ -0,0 +1,43 @@ +--- +name: Bullhorn +alias: Bullhorn +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: illusion +type: utility +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +source: "Pathfinder Secrets of Magic" +duration: 10 minutes +traits: + - common + - auditory + - cantrip + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==cantrip== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal. + +Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue. You can Dismiss the spell. +**Heightened (5th)** Your voice can be heard clearly up to 1,200 feet away. +**Heightened (7th)** Your voice can be heard clearly up to 1 mile away. diff --git a/content/mechanics/spells/Spells/Cantrips/Chill Touch.md b/content/mechanics/spells/Spells/Cantrips/Chill Touch.md new file mode 100644 index 000000000..0f61e54dc --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Chill Touch.md @@ -0,0 +1,52 @@ +--- +name: Chill Touch +alias: Chill Touch +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: necromancy +type: save +traditions: [arcane, divine, occult] +bloodline: undead, shadow +mystery: bones +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 living or undead creature +source: "Pathfinder Core Rulebook" +save: fortitude +basic: true +traits: + - common + - cantrip + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==cantrip== | ==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Mystery** `=this.mystery` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` + +*** + +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. + +**Heightened (+1)** The negative damage to living creatures increases by 1d4. diff --git a/content/Mechanics/Spells/Spells/Cantrips/Dancing Lights.md b/content/mechanics/spells/Spells/Cantrips/Dancing Lights.md similarity index 52% rename from content/Mechanics/Spells/Spells/Cantrips/Dancing Lights.md rename to content/mechanics/spells/Spells/Cantrips/Dancing Lights.md index d4751d416..a162d5e46 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Dancing Lights.md +++ b/content/mechanics/spells/Spells/Cantrips/Dancing Lights.md @@ -28,19 +28,16 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==light== | ==cantrip== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Mystery**: `=this.mystery` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Mystery** `=this.mystery` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Daze.md b/content/mechanics/spells/Spells/Cantrips/Daze.md similarity index 57% rename from content/Mechanics/Spells/Spells/Cantrips/Daze.md rename to content/mechanics/spells/Spells/Cantrips/Daze.md index 471fd88a7..0697d38e8 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Daze.md +++ b/content/mechanics/spells/Spells/Cantrips/Daze.md @@ -31,20 +31,16 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (+2)** The damage increases by 1d6. --- # `=this.name` ==cantrip== | ==mental== | ==nonlethal== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (+2)** The damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Cantrips/Detect Magic.md b/content/mechanics/spells/Spells/Cantrips/Detect Magic.md new file mode 100644 index 000000000..00fca1569 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Detect Magic.md @@ -0,0 +1,46 @@ +--- +name: Detect Magic +alias: Detect Magic +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: divination +type: utility +traditions: [arcane, divine, occult, primal] +bloodline: imperial, genie, phoenix +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot emanation +source: "Pathfinder Core Rulebook" +traits: + - common + - detection + - cantrip + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==detection== | ==cantrip== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +*** +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. +**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. +**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). diff --git a/content/Mechanics/Spells/Spells/Cantrips/Disrupt Undead.md b/content/mechanics/spells/Spells/Cantrips/Disrupt Undead.md similarity index 52% rename from content/Mechanics/Spells/Spells/Cantrips/Disrupt Undead.md rename to content/mechanics/spells/Spells/Cantrips/Disrupt Undead.md index 05ddd0d54..825ec286a 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Disrupt Undead.md +++ b/content/mechanics/spells/Spells/Cantrips/Disrupt Undead.md @@ -28,20 +28,16 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 1d6. --- # `=this.name` ==positive== | ==cantrip== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +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. +**Heightened (+1)** The damage increases by 1d6. diff --git a/content/Mechanics/Spells/Spells/Cantrips/Divine Lance.md b/content/mechanics/spells/Spells/Cantrips/Divine Lance.md similarity index 55% rename from content/Mechanics/Spells/Spells/Cantrips/Divine Lance.md rename to content/mechanics/spells/Spells/Cantrips/Divine Lance.md index bd1f788e1..0c26e2ac7 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Divine Lance.md +++ b/content/mechanics/spells/Spells/Cantrips/Divine Lance.md @@ -26,16 +26,16 @@ traits: components: - somatic - verbal -description: You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit). **Heightened (+1)** The damage increases by 1d4. --- # `=this.name` ==attack== | ==cantrip== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file + You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit). + +**Heightened (+1)** The damage increases by 1d4. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Electric Arc.md b/content/mechanics/spells/Spells/Cantrips/Electric Arc.md similarity index 56% rename from content/Mechanics/Spells/Spells/Cantrips/Electric Arc.md rename to content/mechanics/spells/Spells/Cantrips/Electric Arc.md index 29c76b0e4..859e065c8 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Electric Arc.md +++ b/content/mechanics/spells/Spells/Cantrips/Electric Arc.md @@ -28,20 +28,16 @@ traits: components: - somatic - verbal -description: > - An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. - - **Heightened (+1)** The damage increases by 1d4. --- # `=this.name` ==electricity== | ==cantrip== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Mystery**: `=this.mystery` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Mystery** `=this.mystery` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. +**Heightened (+1)** The damage increases by 1d4. diff --git a/content/Mechanics/Spells/Spells/Cantrips/Forbidding Ward.md b/content/mechanics/spells/Spells/Cantrips/Forbidding Ward.md similarity index 53% rename from content/Mechanics/Spells/Spells/Cantrips/Forbidding Ward.md rename to content/mechanics/spells/Spells/Cantrips/Forbidding Ward.md index 870484add..04f77cc08 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Forbidding Ward.md +++ b/content/mechanics/spells/Spells/Cantrips/Forbidding Ward.md @@ -25,18 +25,17 @@ traits: components: - somatic - verbal -description: > - 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. - **Heightened (6th)** The status bonus increases to +2. --- # `=this.name` ==cantrip== | ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. + + +**Heightened (6th)** The status bonus increases to +2. diff --git a/content/mechanics/spells/Spells/Cantrips/Gale Blast.md b/content/mechanics/spells/Spells/Cantrips/Gale Blast.md new file mode 100644 index 000000000..f7c4ddec9 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Gale Blast.md @@ -0,0 +1,48 @@ +--- +name: Gale Blast +alias: Gale Blast +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 5-foot emanation +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: false +traits: + - common + - air + - cantrip + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==air== | ==cantrip== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes bludgeoning damage equal to your spellcasting ability modifier, with a Fortitude save. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is pushed 5 feet away from you. +**Critical Failure** The creature takes double damage and is pushed 10 feet away from you. + + +**Heightened (+2)** The damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Cantrips/Ghost Sound.md b/content/mechanics/spells/Spells/Cantrips/Ghost Sound.md new file mode 100644 index 000000000..66f96131c --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Ghost Sound.md @@ -0,0 +1,42 @@ +--- +name: Ghost Sound +alias: Ghost Sound +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: illusion +type: utility +traditions: [arcane, occult] +bloodline: fey +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained +traits: + - common + - auditory + - cantrip + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==cantrip== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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). +**Heightened (3rd)** The range increases to 60 feet. +**Heightened (5th)** The range increases to 120 feet. diff --git a/content/mechanics/spells/Spells/Cantrips/Gouging Claw.md b/content/mechanics/spells/Spells/Cantrips/Gouging Claw.md new file mode 100644 index 000000000..c3f35a839 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Gouging Claw.md @@ -0,0 +1,40 @@ +--- +name: Gouging Claw +alias: Gouging Claw +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/transmutation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: transmutation +type: attack +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Secrets of Magic" +traits: + - common + - attack + - cantrip + - morph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==cantrip== | ==morph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` + +*** +You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent Bleed damage. +**Heightened (+1)** The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4. diff --git a/content/mechanics/spells/Spells/Cantrips/Guidance.md b/content/mechanics/spells/Spells/Cantrips/Guidance.md new file mode 100644 index 000000000..76ec60028 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Guidance.md @@ -0,0 +1,40 @@ +--- +name: Guidance +alias: Guidance +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: divination +type: utility +traditions: [divine, occult, primal] +mystery: ancestors +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: until the start of your next turn +traits: + - common + - cantrip + - divination +components: + - verbal +--- +# `=this.name` +==cantrip== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Mystery** `=this.mystery` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Haunting Hymn.md b/content/mechanics/spells/Spells/Cantrips/Haunting Hymn.md similarity index 53% rename from content/Mechanics/Spells/Spells/Cantrips/Haunting Hymn.md rename to content/mechanics/spells/Spells/Cantrips/Haunting Hymn.md index b10f86873..3aa4d4d0c 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Haunting Hymn.md +++ b/content/mechanics/spells/Spells/Cantrips/Haunting Hymn.md @@ -27,19 +27,15 @@ traits: components: - somatic - verbal -description: > - You echo a jarring hymn that only creatures in the area can hear. The hymn deals sonic damage equal to your spellcasting ability modifier, with a basic Fortitude save. If a target critically fails the save, it's also [[Deafened]] for 1 minute. - - **Heightened (+2)** The damage increases by 1d6. --- # `=this.name` ==auditory== | ==cantrip== | ==sonic== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +You echo a jarring hymn that only creatures in the area can hear. The hymn deals sonic damage equal to your spellcasting ability modifier, with a basic Fortitude save. If a target critically fails the save, it's also [[Deafened]] for 1 minute. +**Heightened (+2)** The damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Cantrips/Healing Plaster.md b/content/mechanics/spells/Spells/Cantrips/Healing Plaster.md new file mode 100644 index 000000000..9e1e30e62 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Healing Plaster.md @@ -0,0 +1,38 @@ +--- +name: Healing Plaster +alias: Healing Plaster +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 1 +school: transmutation +type: utility +traditions: [primal] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: 5 feet +target: a handful of dirt or mud +source: "Pathfinder Secrets of Magic" +duration: 10 minutes +traits: + - common + - cantrip + - earth + - transmutation +components: + - somatic +--- +# `=this.name` +==cantrip== | ==earth== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth. +**Heightened (3rd)** The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check. diff --git a/content/mechanics/spells/Spells/Cantrips/Infectious Enthusiasm.md b/content/mechanics/spells/Spells/Cantrips/Infectious Enthusiasm.md new file mode 100644 index 000000000..f41b5edb9 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Infectious Enthusiasm.md @@ -0,0 +1,39 @@ +--- +name: Infectious Enthusiasm +alias: Infectious Enthusiasm +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: enchantment +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 round +traits: + - common + - cantrip + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==cantrip== | ==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who observed you Casting this Spell and was within 30 feet when you did so can take a single action, which has the concentrate trait, to gain the same bonus you chose until the start of its next turn. + +Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed you casting the spell. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Cantrips/Inside Ropes.md b/content/mechanics/spells/Spells/Cantrips/Inside Ropes.md new file mode 100644 index 000000000..dba9e1ac5 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Inside Ropes.md @@ -0,0 +1,36 @@ +--- +name: Inside Ropes +alias: Inside Ropes +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: conjuration +type: utility +traditions: [divine, occult, primal] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +source: "Pathfinder #181: Zombie Feast" +duration: 10 minutes +traits: + - uncommon + - cantrip + - conjuration +components: + - somatic +--- +# `=this.name` +==uncommon== | ==cantrip== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You pull a large handful of guts from your midsection. Removing these guts doesn't harm you. You can use the guts as 50 feet of rope to help you Climb, and they help attach you to a wall. You move half as quickly as usual while climbing with your guts (minimum 5 feet), but you can attempt a DC 5 Flat check check whenever you critically fail to prevent a fall. Other creatures can use your guts to climb like a squishy rope, but the guts don't help anyone but you attach to a wall. If you let go of your guts or your guts are damaged, the spell ends. +**Heightened (3rd)** You gain a +1 item bonus to Athletics checks to Climb while using your guts. diff --git a/content/Mechanics/Spells/Spells/Cantrips/Invoke True Name.md b/content/mechanics/spells/Spells/Cantrips/Invoke True Name.md similarity index 52% rename from content/Mechanics/Spells/Spells/Cantrips/Invoke True Name.md rename to content/mechanics/spells/Spells/Cantrips/Invoke True Name.md index 514292a07..921dbf1c3 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Invoke True Name.md +++ b/content/mechanics/spells/Spells/Cantrips/Invoke True Name.md @@ -26,17 +26,14 @@ traits: - enchantment components: - verbal -description: > - You speak the true name of a creature to more surely affect it with your magic. Until the end of the current turn, the target is [[Flat-Footed]] against your spells and takes a -2 circumstance penalty to saving throws against your spells. In addition, the first time this turn the target takes damage from one of your spells, it has weakness to that damage equal to double the level of invoke true name. --- # `=this.name` ==rare== | ==cantrip== | ==true-name== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +You speak the true name of a creature to more surely affect it with your magic. Until the end of the current turn, the target is [[Flat-Footed]] against your spells and takes a -2 circumstance penalty to saving throws against your spells. In addition, the first time this turn the target takes damage from one of your spells, it has weakness to that damage equal to double the level of invoke true name. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Cantrips/Join Pasts.md b/content/mechanics/spells/Spells/Cantrips/Join Pasts.md new file mode 100644 index 000000000..c4b6bc497 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Join Pasts.md @@ -0,0 +1,38 @@ +--- +name: Join Pasts +alias: Join Pasts +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 1 +school: divination +type: utility +traditions: [occult] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: touch +target: 2 willing creatures +source: "Pathfinder #147: Tomorrow Must Burn" +duration: 1 round +traits: + - uncommon + - mental + - cantrip + - divination +components: + - somatic +--- +# `=this.name` +==uncommon== | ==mental== | ==cantrip== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +With touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to Recall Knowledge, the other can Aid the first target's skill check, using any Lore skill (even if that Lore wouldn't normally apply) without having made any preparations to Aid. +**Heightened (+1)** You can touch one additional target t include them in the spell's effects. Multiple targets can attempt checks to Aid the target who is attempting to Recall Knowledge. diff --git a/content/Mechanics/Spells/Spells/Cantrips/Know Direction.md b/content/mechanics/spells/Spells/Cantrips/Know Direction.md similarity index 57% rename from content/Mechanics/Spells/Spells/Cantrips/Know Direction.md rename to content/mechanics/spells/Spells/Cantrips/Know Direction.md index 2d879564d..31dd99fa6 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Know Direction.md +++ b/content/mechanics/spells/Spells/Cantrips/Know Direction.md @@ -24,19 +24,15 @@ traits: components: - somatic - verbal -description: > - In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location). - - **Heightened (7th)** You can instead know the direction to a familiar location, such as a previous home or a favorite tavern. --- # `=this.name` ==detection== | ==cantrip== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` *** -`=this.description` \ No newline at end of file +In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location). +**Heightened (7th)** You can instead know the direction to a familiar location, such as a previous home or a favorite tavern. diff --git a/content/Mechanics/Spells/Spells/Cantrips/Light.md b/content/mechanics/spells/Spells/Cantrips/Light.md similarity index 55% rename from content/Mechanics/Spells/Spells/Cantrips/Light.md rename to content/mechanics/spells/Spells/Cantrips/Light.md index 74f06ec5b..f2913d857 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Light.md +++ b/content/mechanics/spells/Spells/Cantrips/Light.md @@ -30,21 +30,17 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (4th)** The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet). --- # `=this.name` ==light== | ==cantrip== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (4th)** The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet). diff --git a/content/mechanics/spells/Spells/Cantrips/Message.md b/content/mechanics/spells/Spells/Cantrips/Message.md new file mode 100644 index 000000000..df2bedd0d --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Message.md @@ -0,0 +1,46 @@ +--- +name: Message +alias: Message +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: illusion +type: utility +traditions: [arcane, divine, occult] +spelllist: elemental +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: see below +traits: + - common + - auditory + - cantrip + - linguistic + - mental + - illusion +components: + - verbal +--- +# `=this.name` +==auditory== | ==cantrip== | ==linguistic== | ==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (3rd)** The spell's range increases to 500 feet. diff --git a/content/mechanics/spells/Spells/Cantrips/Phase Bolt.md b/content/mechanics/spells/Spells/Cantrips/Phase Bolt.md new file mode 100644 index 000000000..7baa1cba6 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Phase Bolt.md @@ -0,0 +1,39 @@ +--- +name: Phase Bolt +alias: Phase Bolt +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: evocation +type: attack +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Dark Archive" +traits: + - common + - attack + - cantrip + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==cantrip== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` + +*** +You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. +**Heightened (+1)** The bolt's damage increases by 1d4. diff --git a/content/mechanics/spells/Spells/Cantrips/Prestidigitation.md b/content/mechanics/spells/Spells/Cantrips/Prestidigitation.md new file mode 100644 index 000000000..d89cab43f --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Prestidigitation.md @@ -0,0 +1,49 @@ +--- +name: Prestidigitation +alias: Prestidigitation +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: evocation +type: utility +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 10 feet +target: 1 object (cook, lift, or tidy only) +source: "Pathfinder Core Rulebook" +duration: sustained +traits: + - common + - cantrip + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==cantrip== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Cantrips/Produce Flame.md b/content/mechanics/spells/Spells/Cantrips/Produce Flame.md new file mode 100644 index 000000000..5f76000fe --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Produce Flame.md @@ -0,0 +1,48 @@ +--- +name: Produce Flame +alias: Produce Flame +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: attack +traditions: [arcane, primal] +bloodline: diabolic, elemental +mystery: flames +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - attack + - fire + - cantrip + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==fire== | ==cantrip== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Mystery** `=this.mystery` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` + +*** +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. +**Heightened (+1)** Increase the damage by 1d4 and the [[Persistent Damage]] on a critical hit by 1d4. diff --git a/content/mechanics/spells/Spells/Cantrips/Protect Companion.md b/content/mechanics/spells/Spells/Cantrips/Protect Companion.md new file mode 100644 index 000000000..6c3bddbc5 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Protect Companion.md @@ -0,0 +1,44 @@ +--- +name: Protect Companion +alias: Protect Companion +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: abjuration +type: utility +traditions: [arcane, divine, occult, primal] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: 30 feet +target: your eidolon, or a creature with the minion trait under your control +source: "Pathfinder Secrets of Magic" +duration: until the start of your next turn +traits: + - common + - cantrip + - abjuration +components: + - verbal +--- +# `=this.name` +==cantrip== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the Life Block reaction; after using the reaction, the spell ends and you can't cast protect companion again for 10 minutes. + +**Life Block | Reaction | Trigger** The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike. + + +**Heightened (+2)** The reaction reduces the damage by another 10, and you lose 5 more Hit Points. If you want to lose fewer Hit Points, you can choose to lower the damage reduction and HP lost to what any lower-level version of the spell could do without lowering the spell's actual level. diff --git a/content/mechanics/spells/Spells/Cantrips/Puff of Poison.md b/content/mechanics/spells/Spells/Cantrips/Puff of Poison.md new file mode 100644 index 000000000..2d13cc614 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Puff of Poison.md @@ -0,0 +1,48 @@ +--- +name: Puff of Poison +alias: Puff of Poison +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 5 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: false +traits: + - common + - cantrip + - inhaled + - poison + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==cantrip== | ==inhaled== | ==poison== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes poison damage equal to your spellcasting modifier and 2 persistent poison damage, depending on its Fortitude save. +**Critical Success** The creature is unaffected. +**Success** The target takes half initial and persistent damage. +**Failure** The target takes full initial and persistent damage. +**Critical Failure** The target takes double initial and persistent damage. + + +**Heightened (+2)** The initial poison damage increases by 1d8 and the persistent poison damage increases by 1. diff --git a/content/Mechanics/Spells/Spells/Cantrips/Ray of Frost.md b/content/mechanics/spells/Spells/Cantrips/Ray of Frost.md similarity index 51% rename from content/Mechanics/Spells/Spells/Cantrips/Ray of Frost.md rename to content/mechanics/spells/Spells/Cantrips/Ray of Frost.md index ff28ea57e..ee6d2a2f9 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Ray of Frost.md +++ b/content/mechanics/spells/Spells/Cantrips/Ray of Frost.md @@ -30,19 +30,19 @@ traits: components: - somatic - verbal -description: | - You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier. - **Critical Success** The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round. **Success** The target takes normal damage. - **Heightened (+1)** The damage increases by 1d4. --- # `=this.name` ==attack== | ==cold== | ==cantrip== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier. + +**Critical Success** The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round. +**Success** The target takes normal damage. + +**Heightened (+1)** The damage increases by 1d4. diff --git a/content/mechanics/spells/Spells/Cantrips/Read Aura.md b/content/mechanics/spells/Spells/Cantrips/Read Aura.md new file mode 100644 index 000000000..56da79a5e --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Read Aura.md @@ -0,0 +1,50 @@ +--- +name: Read Aura +alias: Read Aura +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: divination +type: utility +traditions: [arcane, divine, occult, primal] +bloodline: wyrmblessed +mystery: lore +spelllist: elemental +time: 1 Minute +pf2etime: "" +range: 30 feet +target: 1 object +source: "Pathfinder Core Rulebook" +traits: + - common + - detection + - cantrip + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==detection== | ==cantrip== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Mystery** `=this.mystery` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` + +*** +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. + +If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell. +**Heightened (3rd)** You can target up to 10 objects. +**Heightened (6th)** You can target any number of objects. diff --git a/content/mechanics/spells/Spells/Cantrips/Read the Air.md b/content/mechanics/spells/Spells/Cantrips/Read the Air.md new file mode 100644 index 000000000..f3ca04925 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Read the Air.md @@ -0,0 +1,37 @@ +--- +name: Read the Air +alias: Read the Air +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: divination +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - cantrip + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==cantrip== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You take a deep breath as you survey a social situation, showing courtesy to all around you as your intuition swiftly picks up clues about social contexts and unspoken assumptions of behavior. Your body language subconsciously changes to take advantage of this information and use it in your own interactions with those creatures. + +As part of Casting this Spell, you Recall Knowledge using Society to gain information about the immediate social situation. You also gain a +1 status bonus on your next Diplomacy check to Make an Impression on those creatures present when you cast this spell, as long as the check occurs during the duration of the spell. You can read the air only once in a given social situation; casting it again has no effect. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Cantrips/Scatter Scree.md b/content/mechanics/spells/Spells/Cantrips/Scatter Scree.md new file mode 100644 index 000000000..9e00c0ade --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Scatter Scree.md @@ -0,0 +1,44 @@ +--- +name: Scatter Scree +alias: Scatter Scree +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +area: 10-foot line +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: reflex +basic: true +traits: + - common + - cantrip + - earth + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==cantrip== | ==earth== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You evoke a jumble of rocks in the area. The scattering rocks deal bludgeoning damage equal to 1d4 plus your spellcasting ability modifier to creatures in the area, with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can Interact to clear a square of this scree. If you cast this spell again, any previous scatter scree you have cast ends. +**Heightened (+1)** The damage increases by 1d4. diff --git a/content/mechanics/spells/Spells/Cantrips/Shield.md b/content/mechanics/spells/Spells/Cantrips/Shield.md new file mode 100644 index 000000000..7239766d6 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Shield.md @@ -0,0 +1,50 @@ +--- +name: Shield +alias: Shield +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: abjuration +type: utility +traditions: [arcane, divine, occult] +bloodline: draconic +mystery: battle +spelllist: elemental +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: until the start of your next turn +traits: + - common + - cantrip + - force + - abjuration +components: + - verbal +--- +# `=this.name` +==cantrip== | ==force== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Mystery** `=this.mystery` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**Heightened (3rd)** The shield has Hardness 10. +**Heightened (5th)** The shield has Hardness 15. +**Heightened (7th)** The shield has Hardness 20. +**Heightened (9th)** The shield has Hardness 25. diff --git a/content/mechanics/spells/Spells/Cantrips/Sigil.md b/content/mechanics/spells/Spells/Cantrips/Sigil.md new file mode 100644 index 000000000..3feeee1de --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Sigil.md @@ -0,0 +1,45 @@ +--- +name: Sigil +alias: Sigil +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: transmutation +type: utility +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature or object +source: "Pathfinder Core Rulebook" +duration: unlimited +traits: + - common + - cantrip + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==cantrip== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (3rd)** The sigil instead fades after 1 month. +**Heightened (5th)** The sigil instead fades after 1 year. +**Heightened (7th)** The sigil never fades. diff --git a/content/mechanics/spells/Spells/Cantrips/Spout.md b/content/mechanics/spells/Spells/Cantrips/Spout.md new file mode 100644 index 000000000..2c70de53d --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Spout.md @@ -0,0 +1,48 @@ +--- +name: Spout +alias: Spout +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +area: 5-foot burst +source: "Pathfinder Secrets of Magic" +save: reflex +basic: true +traits: + - common + - cantrip + - water + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==cantrip== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +Area 5-foot cube or 5-foot burst + + +Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a basic Reflex saving throw. + +You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub. +**Heightened (+1)** The damage increases by 1d4. diff --git a/content/Mechanics/Spells/Spells/Cantrips/Stabilize.md b/content/mechanics/spells/Spells/Cantrips/Stabilize.md similarity index 62% rename from content/Mechanics/Spells/Spells/Cantrips/Stabilize.md rename to content/mechanics/spells/Spells/Cantrips/Stabilize.md index 24b500b65..a9cdacf1a 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Stabilize.md +++ b/content/mechanics/spells/Spells/Cantrips/Stabilize.md @@ -27,18 +27,15 @@ traits: components: - somatic - verbal -description: > - Positive energy shuts death's door. The target loses the [[Dying]] condition, though it remains [[Unconscious]] at 0 Hit Points. --- # `=this.name` ==positive== | ==healing== | ==cantrip== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Mystery**: `=this.mystery` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Mystery** `=this.mystery` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +Positive energy shuts death's door. The target loses the [[Dying]] condition, though it remains [[Unconscious]] at 0 Hit Points. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Cantrips/Summon Instrument.md b/content/mechanics/spells/Spells/Cantrips/Summon Instrument.md similarity index 50% rename from content/Mechanics/Spells/Spells/Cantrips/Summon Instrument.md rename to content/mechanics/spells/Spells/Cantrips/Summon Instrument.md index 97d5fb25c..24631980e 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Summon Instrument.md +++ b/content/mechanics/spells/Spells/Cantrips/Summon Instrument.md @@ -24,18 +24,14 @@ components: - material - somatic - verbal -description: > - You materialize a Musical Instrument (Handheld) in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears. - - **Heightened (5th)** The instrument is instead a Musical Instrument (Virtuoso handheld) --- # `=this.name` ==cantrip== | ==conjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You materialize a Musical Instrument (Handheld) in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears. +**Heightened (5th)** The instrument is instead a Musical Instrument (Virtuoso handheld) diff --git a/content/mechanics/spells/Spells/Cantrips/Tame.md b/content/mechanics/spells/Spells/Cantrips/Tame.md new file mode 100644 index 000000000..88a2b4ae0 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Tame.md @@ -0,0 +1,46 @@ +--- +name: Tame +alias: Tame +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: enchantment +type: save +traditions: [occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 10 feet +target: 1 non-hostile domesticated animal +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: will +basic: false +traits: + - common + - auditory + - cantrip + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==cantrip== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +As you make comforting sounds and gestures, you approach the target in a friendly manner combining caution and confidence. You improve the target's attitude to you by one step (unfriendly to neutral, neutral to friendly, friendly to helpful) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day. + +This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM. +**Heightened (3rd)** The duration becomes 10 minutes. +**Heightened (6th)** The duration becomes 1 hour. diff --git a/content/mechanics/spells/Spells/Cantrips/Tanglefoot.md b/content/mechanics/spells/Spells/Cantrips/Tanglefoot.md new file mode 100644 index 000000000..d471243d2 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Tanglefoot.md @@ -0,0 +1,48 @@ +--- +name: Tanglefoot +alias: Tanglefoot +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/conjuration + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: conjuration +type: attack +traditions: [arcane, primal] +bloodline: nymph +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - attack + - cantrip + - plant + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==cantrip== | ==plant== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` + +*** +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. +**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. +**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. +**Failure** The target is unaffected. + + +**Heightened (2nd)** The effects last for 2 rounds. +**Heightened (4th)** The effects last for 1 minute. diff --git a/content/mechanics/spells/Spells/Cantrips/Telekinetic Hand.md b/content/mechanics/spells/Spells/Cantrips/Telekinetic Hand.md new file mode 100644 index 000000000..b38c8d8a3 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Telekinetic Hand.md @@ -0,0 +1,50 @@ +--- +name: Telekinetic Hand +aliases: + - Mage Hand +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: evocation +type: utility +traditions: + - arcane + - occult +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 unattended object of light Bulk or less +source: Pathfinder Core Rulebook +duration: sustained +traits: + - common + - cantrip + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==cantrip== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +- + +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. + + +**Heightened (3rd)** You can target an unattended object with a Bulk of 1 or less. +**Heightened (5th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. +**Heightened (7th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less. diff --git a/content/mechanics/spells/Spells/Cantrips/Telekinetic Projectile.md b/content/mechanics/spells/Spells/Cantrips/Telekinetic Projectile.md new file mode 100644 index 000000000..43f39249b --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Telekinetic Projectile.md @@ -0,0 +1,43 @@ +--- +name: Telekinetic Projectile +alias: Telekinetic Projectile +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: evocation +type: attack +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - attack + - cantrip + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==cantrip== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` + +*** +You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll 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. +**Critical Success** You deal double damage. +**Success** You deal full damage. + + +**Heightened (+1)** The damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Cantrips/Time Sense.md b/content/mechanics/spells/Spells/Cantrips/Time Sense.md new file mode 100644 index 000000000..5bb1ca339 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Time Sense.md @@ -0,0 +1,37 @@ +--- +name: Time Sense +alias: Time Sense +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: divination +type: utility +traditions: [arcane, occult] +mystery: time +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +source: "Pathfinder Dark Archive" +traits: + - common + - cantrip + - divination +components: + - verbal +--- +# `=this.name` +==cantrip== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Mystery** `=this.mystery` +**Cast** `=this.time` | `=this.components` + +*** +When you Cast the Spell, you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area-if you're trained in Nature, you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in Astronomy Lore, you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on. + +You can gain a +1 status bonus to one attack roll, Perception check, saving throw, or skill check you take on the same turn you cast time sense that requires extremely precise timing. If you choose to gain this bonus, you can't gain it again for 1 hour. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Cantrips/Torturous Trauma.md b/content/mechanics/spells/Spells/Cantrips/Torturous Trauma.md new file mode 100644 index 000000000..f8fd06c24 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Torturous Trauma.md @@ -0,0 +1,41 @@ +--- +name: Torturous Trauma +alias: Torturous Trauma +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine +level: 1 +school: necromancy +type: save +traditions: [arcane, divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 living creature +source: "Pathfinder #186: Ghost King's Rage" +save: fortitude +basic: true +traits: + - uncommon + - cantrip + - nonlethal + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==cantrip== | ==nonlethal== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +With this spell born of Kemnebi's sadistic love of torture, you batter a creature's internal organs, leaving no external signs of the immense pain you delivered. The target takes bludgeoning damage equal to 1d4 + your spellcasting modifier with a basic Fortitude save. If it critically fails, the target is also [[Fatigued]] until the start of your next turn. Creatures that lack internal organs are unaffected by this spell. +**Heightened (+1)** The bludgeoning damage increases by 1d4. diff --git a/content/Mechanics/Spells/Spells/Cantrips/Warp Step.md b/content/mechanics/spells/Spells/Cantrips/Warp Step.md similarity index 50% rename from content/Mechanics/Spells/Spells/Cantrips/Warp Step.md rename to content/mechanics/spells/Spells/Cantrips/Warp Step.md index 2b5c4d058..95d49a4df 100644 --- a/content/Mechanics/Spells/Spells/Cantrips/Warp Step.md +++ b/content/mechanics/spells/Spells/Cantrips/Warp Step.md @@ -22,17 +22,14 @@ traits: components: - somatic - verbal -description: > - When you walk, the earth warps beneath your feet-your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. --- # `=this.name` ==cantrip== | ==conjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` *** -`=this.description` \ No newline at end of file +When you walk, the earth warps beneath your feet-your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Cantrips/Wash Your Luck.md b/content/mechanics/spells/Spells/Cantrips/Wash Your Luck.md new file mode 100644 index 000000000..efdd48995 --- /dev/null +++ b/content/mechanics/spells/Spells/Cantrips/Wash Your Luck.md @@ -0,0 +1,38 @@ +--- +name: Wash Your Luck +alias: Wash Your Luck +tags: + - pf2e/spell + - pf2e/spell/cantrip_1 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: abjuration +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - cantrip + - fortune + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==cantrip== | ==fortune== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. + +Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Acidic Burst.md b/content/mechanics/spells/Spells/Level 1/Acidic Burst.md similarity index 56% rename from content/Mechanics/Spells/Spells/Level 1/Acidic Burst.md rename to content/mechanics/spells/Spells/Level 1/Acidic Burst.md index f6b90170c..f51c9b821 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Acidic Burst.md +++ b/content/mechanics/spells/Spells/Level 1/Acidic Burst.md @@ -26,20 +26,16 @@ traits: components: - somatic - verbal -description: > - You create a shell of acid around yourself that immediately bursts outward, dealing 2d6 acid damage to each creature in the area. - - **Heightened (+1)** The damage increases by 2d6. --- # `=this.name` ==acid== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +You create a shell of acid around yourself that immediately bursts outward, dealing 2d6 acid damage to each creature in the area. +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 1/Admonishing Ray.md b/content/mechanics/spells/Spells/Level 1/Admonishing Ray.md new file mode 100644 index 000000000..21f60e1b6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Admonishing Ray.md @@ -0,0 +1,42 @@ +--- +name: Admonishing Ray +alias: Admonishing Ray +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/divine +level: 1 +school: necromancy +type: attack +traditions: [arcane, divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder #158: Sixty Feet Under" +traits: + - common + - attack + - nonlethal + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==nonlethal== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +A ray of energy bludgeons your target into submission without causing lasting harm. When you cast this spell, you choose whether the ray feels like a strong punch or slap. Make a spell attack roll. The ray deals 2d6 bludgeoning damage. +**Critical Success** The target takes double damage. +**Success** The target takes full damage. + + +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 1/Agitate.md b/content/mechanics/spells/Spells/Level 1/Agitate.md new file mode 100644 index 000000000..a7303d2a0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Agitate.md @@ -0,0 +1,50 @@ +--- +name: Agitate +alias: Agitate +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Alglenweis +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Lost Omens: Gods & Magic" +duration: varies +save: will +basic: true +traits: + - common + - mental + - nonlethal + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==nonlethal== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You send the target's mind and body into overdrive, forcing it to become restless and hyperactive. During the duration, the target must Stride, Fly, or Swim at least once each turn or take 2d8 mental damage that turn. The duration of this effect depends on the target's Will save. The GM might decide to add additional move actions to the list for creatures who possess only a more unusual form of movement. +**Critical Success** The spell has no effect. +**Success** The duration is 1 round. +**Failure** The duration is 2 rounds. +**Critical Failure** The duration is 4 rounds. + + +**Heightened (+1)** The damage increases by 2d8. diff --git a/content/Mechanics/Spells/Spells/Level 1/Air Bubble.md b/content/mechanics/spells/Spells/Level 1/Air Bubble.md similarity index 64% rename from content/Mechanics/Spells/Spells/Level 1/Air Bubble.md rename to content/mechanics/spells/Spells/Level 1/Air Bubble.md index 86dc99453..888ebc5ba 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Air Bubble.md +++ b/content/mechanics/spells/Spells/Level 1/Air Bubble.md @@ -27,18 +27,15 @@ traits: - conjuration components: - verbal -description: > - 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. --- # `=this.name` ==air== | ==conjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Airburst.md b/content/mechanics/spells/Spells/Level 1/Airburst.md new file mode 100644 index 000000000..9c50fcf37 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Airburst.md @@ -0,0 +1,45 @@ +--- +name: Airburst +alias: Airburst +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +target: all creatures and unattended objects +area: 5-foot emanation +source: "Pathfinder #169: Kindled Magic" +save: fortitude +basic: false +traits: + - uncommon + - air + - evocation +components: + - verbal +--- +# `=this.name` +==uncommon== | ==air== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +A blast of wind wildly pushes everything nearby. Unattended objects of 1 Bulk or less are pushed 5 feet away from you. Large or smaller creatures must attempt a Fortitude save. +**Critical Success** The creature is unaffected. +**Success** The creature takes a -2 status penalty to checks made during its reactions until the end of your turn. +**Failure** As success, and the creature is pushed 5 feet away from you. +**Critical Failure** The creature is pushed 5 feet away from you and can't use reactions until the end of your turn. + + +**Heightened (4th)** Increase the area to a 10-foot emanation and increase the distance objects and creatures are pushed to 10 feet. diff --git a/content/mechanics/spells/Spells/Level 1/Alarm.md b/content/mechanics/spells/Spells/Level 1/Alarm.md new file mode 100644 index 000000000..f0814ae4c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Alarm.md @@ -0,0 +1,42 @@ +--- +name: Alarm +alias: Alarm +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: abjuration +type: utility +traditions: [arcane, divine, occult, primal] +time: 10 minutes +pf2etime: "" +requirements: 3 gp silver bell focus +range: touch +area: 20-foot burst +source: "Pathfinder Core Rulebook" +duration: 8 hours +traits: + - common + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Requirements** `=this.requirements` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. +**Heightened (3rd)** You can specify criteria for which creatures sound the alarm spell-for instance, orcs or masked people. diff --git a/content/mechanics/spells/Spells/Level 1/Animal Allies.md b/content/mechanics/spells/Spells/Level 1/Animal Allies.md new file mode 100644 index 000000000..60ad9c385 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Animal Allies.md @@ -0,0 +1,37 @@ +--- +name: Animal Allies +alias: Animal Allies +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 1 +school: conjuration +type: save +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 5-foot emanation +source: "Pathfinder Secrets of Magic" +save: reflex +basic: true +traits: + - common + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save. +**Heightened (+1)** The damage increases by 3d4 diff --git a/content/mechanics/spells/Spells/Level 1/Animate Dead.md b/content/mechanics/spells/Spells/Level 1/Animate Dead.md new file mode 100644 index 000000000..5ad1638bb --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Animate Dead.md @@ -0,0 +1,47 @@ +--- +name: Animate Dead +alias: Animate Dead +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: necromancy +type: utility +traditions: [arcane, divine, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Advanced Player's Guide" +duration: sustained up to 1 minute +traits: + - common + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon. +**Heightened (2nd)** Level 1. +**Heightened (3rd)** Level 2. +**Heightened (4th)** Level 3. +**Heightened (5th)** Level 5. +**Heightened (6th)** Level 7. +**Heightened (7th)** Level 9. +**Heightened (8th)** Level 11. +**Heightened (9th)** Level 13. +**Heightened (10th)** Level 15. diff --git a/content/mechanics/spells/Spells/Level 1/Animate Rope.md b/content/mechanics/spells/Spells/Level 1/Animate Rope.md new file mode 100644 index 000000000..de43a10e1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Animate Rope.md @@ -0,0 +1,49 @@ +--- +name: Animate Rope +alias: Animate Rope +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: transmutation +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 100 feet +target: up to 50 feet of rope or a nonliving rope-like object +source: "Pathfinder Advanced Player's Guide" +duration: sustained up to 1 minute +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You cause a length or section of Rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. + +**Bind (attack)** The Rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the Rope. (A standard adventuring Rope has Hardness 2, HP 8, and a Broken Threshold of 4.) + +**Coil** The Rope forms a tidy, coiled stack. +**Crawl** The Rope inches along the ground like a snake, moving one of its ends 10 feet. The Rope must move along a surface, but that surface doesn't need to be horizontal. +**Knot** The Rope ties a sturdy knot in itself. +**Loop** The Rope forms a simple loop at one or both ends, or straightens itself back out. +**Tie** The Rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. + **Undo** The Rope undoes one of its knots, ties, or bindings. + + +**Heightened (+2)** The range increases by 50 feet, and you can animate 50 more feet of Rope. diff --git a/content/Mechanics/Spells/Spells/Level 1/Ant Haul.md b/content/mechanics/spells/Spells/Level 1/Ant Haul.md similarity index 57% rename from content/Mechanics/Spells/Spells/Level 1/Ant Haul.md rename to content/mechanics/spells/Spells/Level 1/Ant Haul.md index 0880c5a48..9229a9e5e 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Ant Haul.md +++ b/content/mechanics/spells/Spells/Level 1/Ant Haul.md @@ -25,18 +25,15 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Anticipate Peril.md b/content/mechanics/spells/Spells/Level 1/Anticipate Peril.md similarity index 56% rename from content/Mechanics/Spells/Spells/Level 1/Anticipate Peril.md rename to content/mechanics/spells/Spells/Level 1/Anticipate Peril.md index 0226e40ff..8c8c218c0 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Anticipate Peril.md +++ b/content/mechanics/spells/Spells/Level 1/Anticipate Peril.md @@ -25,20 +25,16 @@ traits: components: - somatic - verbal -description: > - You grant the target brief foresight. The target gains a +1 status bonus to its next initiative roll, after which the spell ends. - - **Heightened (+2)** The status bonus increases by 1, to a maximum of +4 at 7th level. --- # `=this.name` ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You grant the target brief foresight. The target gains a +1 status bonus to its next initiative roll, after which the spell ends. +**Heightened (+2)** The status bonus increases by 1, to a maximum of +4 at 7th level. diff --git a/content/mechanics/spells/Spells/Level 1/Aqueous Blast.md b/content/mechanics/spells/Spells/Level 1/Aqueous Blast.md new file mode 100644 index 000000000..ed87aa0a8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Aqueous Blast.md @@ -0,0 +1,36 @@ +--- +name: Aqueous Blast +alias: Aqueous Blast +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: evocation +type: attack +traditions: [arcane, occult, primal] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +source: "Pathfinder Kingmaker" +duration: until the end of your turn +traits: + - rare + - water + - evocation +components: + - somatic +--- +# `=this.name` +==rare== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You evoke a mass of water into the air around your outstretched fist. For the remainder of your turn, you can blast targets within 30 feet with this water by spending a single action which has the attack and concentrate traits. When you do so, attempt a ranged spell attack roll. If you hit, you inflict 2d8 bludgeoning damage. On a critical hit, the blast knocks the target [[Prone]]. +**Heightened (+1)** The damage increases by 1d8. diff --git a/content/mechanics/spells/Spells/Level 1/Bane.md b/content/mechanics/spells/Spells/Level 1/Bane.md new file mode 100644 index 000000000..d953bfc35 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Bane.md @@ -0,0 +1,46 @@ +--- +name: Bane +alias: Bane +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: enchantment +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +target: enemies in the area +area: 5-foot emanation +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: will +basic: false +traits: + - common + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You fill the minds of your enemies with doubt. + +Enemies in the area must succeed at a Will save or 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]]. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Befuddle.md b/content/mechanics/spells/Spells/Level 1/Befuddle.md new file mode 100644 index 000000000..b561b1f68 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Befuddle.md @@ -0,0 +1,44 @@ +--- +name: Befuddle +alias: Befuddle +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane +level: 1 +school: enchantment +type: save +traditions: [arcane] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 round +save: will +basic: false +traits: + - common + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You sow seeds of confusion in your target's mind, causing their actions and thoughts to become clumsy. +**Critical Success** The target is unaffected. +**Success** The target is [[Clumsy]] 1 and [[Stupefied]] 1. +**Failure** The target is [[Clumsy]] 2 and [[Stupefied]] 2. +**Critical Failure** The target is [[Clumsy]] 3, [[Stupefied]] 3, and [[Confused]]. diff --git a/content/mechanics/spells/Spells/Level 1/Biting Words.md b/content/mechanics/spells/Spells/Level 1/Biting Words.md new file mode 100644 index 000000000..afa95b91b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Biting Words.md @@ -0,0 +1,43 @@ +--- +name: Biting Words +alias: Biting Words +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/occult +level: 1 +school: evocation +type: attack +traditions: [occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - attack + - auditory + - linguistic + - sonic + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==auditory== | ==linguistic== | ==sonic== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. + +When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit). +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/Mechanics/Spells/Spells/Level 1/Bless.md b/content/mechanics/spells/Spells/Level 1/Bless.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 1/Bless.md rename to content/mechanics/spells/Spells/Level 1/Bless.md index cb65ca344..f8eae8ce7 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Bless.md +++ b/content/mechanics/spells/Spells/Level 1/Bless.md @@ -28,17 +28,14 @@ traits: components: - somatic - verbal -description: | - Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. 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]]. --- # `=this.name` ==mental== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target`; **Area** `=this.area` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target`; **Area** `=this.area` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. 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]]. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Breadcrumbs.md b/content/mechanics/spells/Spells/Level 1/Breadcrumbs.md new file mode 100644 index 000000000..383b23926 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Breadcrumbs.md @@ -0,0 +1,44 @@ +--- +name: Breadcrumbs +alias: Breadcrumbs +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: abjuration +type: utility +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 1 minute +pf2etime: "" +range: touch +target: 1 willing creature +source: "Pathfinder Secrets of Magic" +duration: 1 hour +traits: + - common + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. This trail doesn't denote the direction or the order of its path-it merely indicates where the target has moved during the spell's duration. +**Heightened (2nd)** The duration increases to 8 hours. +**Heightened (3rd)** The duration increases to last until your next daily preparations. diff --git a/content/mechanics/spells/Spells/Level 1/Buffeting Winds.md b/content/mechanics/spells/Spells/Level 1/Buffeting Winds.md new file mode 100644 index 000000000..72c188ea3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Buffeting Winds.md @@ -0,0 +1,39 @@ +--- +name: Buffeting Winds +alias: Buffeting Winds +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 15-foot cone +source: "Pathfinder Lost Omens: Knights of Lastwall" +save: reflex +basic: true +traits: + - common + - air + - nonlethal + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==air== | ==nonlethal== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You release a quick burst of wind that batters your living opponents without causing them lasting harm, while also blowing undead away. The wind deals 2d4 bludgeoning damage, which is nonlethal against living creatures. Against undead, the winds are more vicious, and the spell loses the nonlethal trait against such creatures. Each creature in the area must attempt a basic Reflex save. On a failure, undead creatures are also knocked back 5 feet (or 10 feet on a critical failure). +**Heightened (+1)** The damage increases by 2d4. diff --git a/content/Mechanics/Spells/Spells/Level 1/Burning Hands.md b/content/mechanics/spells/Spells/Level 1/Burning Hands.md similarity index 60% rename from content/Mechanics/Spells/Spells/Level 1/Burning Hands.md rename to content/mechanics/spells/Spells/Level 1/Burning Hands.md index fbef315b5..834c0019d 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Burning Hands.md +++ b/content/mechanics/spells/Spells/Level 1/Burning Hands.md @@ -28,22 +28,18 @@ traits: components: - somatic - verbal -description: > - Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area. - - **Heightened (+1)** The damage increases by 2d6. --- # `=this.name` ==fire== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area. +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 1/Celestial Accord.md b/content/mechanics/spells/Spells/Level 1/Celestial Accord.md new file mode 100644 index 000000000..9d8b9fa59 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Celestial Accord.md @@ -0,0 +1,46 @@ +--- +name: Celestial Accord +alias: Celestial Accord +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: enchantment +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 2 creatures that each have an unfriendly or worse attitude toward the other +source: "Pathfinder #183: Field of Maidens" +duration: 1 minute +save: will +basic: false +traits: + - uncommon + - emotion + - good + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==emotion== | ==good== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You intervene in a heated disagreement between two creatures, encouraging them to put aside their differences and find some common ground. The emotional heat of the prior moment becomes only a memory. Each target must make a Will save. A creature currently engaged in combat can't get a result worse than success, and a target that is subject to hostility from any other creature ceases to be affected by celestial accord. +**Critical Success** The creature is unaffected. +**Success** The creature is filled with doubt about its own intentions and feels an urge to cooperate with the other. It has a -2 status penalty to attack rolls against the other target for 1 round. +**Failure** The creature can't make hostile actions against the other target and its attitude toward the other target improves to indifferent for the spell's duration. +**Critical Failure** As failure, but the creature's attitude toward the other target improves to friendly for the duration and is indifferent thereafter (until something happens to change that attitude normally). diff --git a/content/mechanics/spells/Spells/Level 1/Charm.md b/content/mechanics/spells/Spells/Level 1/Charm.md new file mode 100644 index 000000000..d292f6413 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Charm.md @@ -0,0 +1,57 @@ +--- +name: Charm +alias: Charm +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: enchantment +type: save +traditions: [arcane, occult, primal] +deities: Ardad Lili, Asmodeus, Belial, Calistria, Conqueror Worm, Hathor, Nalinivati, Ravithra, Sturovenen, The Green Mother, Zura +bloodline: diabolic, fey, nymph +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 hour +save: will +basic: false +traits: + - common + - emotion + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The target is unaffected and aware you tried to charm it. +**Success** The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell. +**Failure** The target's attitude becomes [[Friendly]] toward you. If it was Friendly, it becomes [[Helpful]]. It can't use hostile actions against you. +**Critical Failure** The target's attitude becomes Helpful toward you, and it can't use hostile actions against you. + + +**Heightened (4th)** The duration lasts until the next time you make your daily preparations. +**Heightened (8th)** The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 1/Chilling Spray.md b/content/mechanics/spells/Spells/Level 1/Chilling Spray.md new file mode 100644 index 000000000..f97c3276d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Chilling Spray.md @@ -0,0 +1,49 @@ +--- +name: Chilling Spray +alias: Chilling Spray +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +deities: Kostchtchie +theme: baba yaga +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 15-foot cone +source: "Pathfinder Advanced Player's Guide" +save: reflex +basic: false +traits: + - common + - cold + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==cold== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Patron Theme** `=this.theme` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +A cone of icy shards bursts from your spread hands and coats the target in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save. +**Critical Success** The creature takes no damage. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and takes a -5-foot status penalty to its Speeds for 2 rounds. +**Critical Failure** The creature takes double damage and takes a -10-foot status penalty to its Speeds for 2 rounds. + + +**Heightened (+1)** The damage increases by 2d4. diff --git a/content/mechanics/spells/Spells/Level 1/Color Spray.md b/content/mechanics/spells/Spells/Level 1/Color Spray.md new file mode 100644 index 000000000..d17614c4a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Color Spray.md @@ -0,0 +1,46 @@ +--- +name: Color Spray +alias: Color Spray +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: illusion +type: save +traditions: [arcane, occult] +deities: Pulura, Shelyn +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 15-foot cone +source: "Pathfinder Core Rulebook" +duration: 1 or more rounds (see below) +save: will +basic: false +traits: + - common + - incapacitation + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Swirling colors affect viewers based on their Will saves. +**Critical Success** The creature is unaffected. +**Success** The creature is [[Dazzled]] for 1 round. +**Failure** The creature is [[Stunned]] 1, [[Blinded]] for 1 round, and Dazzled for 1 minute. +**Critical Failure** The creature is Stunned for 1 round and Blinded for 1 minute. diff --git a/content/mechanics/spells/Spells/Level 1/Command.md b/content/mechanics/spells/Spells/Level 1/Command.md new file mode 100644 index 000000000..338293c77 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Command.md @@ -0,0 +1,48 @@ +--- +name: Command +alias: Command +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: enchantment +type: save +traditions: [arcane, divine, occult] +theme: fervor, pacts +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: until the end of the target's next turn +save: will +basic: false +traits: + - common + - auditory + - linguistic + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==linguistic== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Patron Themes** `=this.theme` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. **Success** The creature is unaffected. +**Failure** For the first action on its next turn, the creature must use a single action to do as you command. +**Critical Failure** The target must use all its actions on its next turn to obey your command. +**Heightened (5th)** You can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 1/Concordant Choir.md b/content/mechanics/spells/Spells/Level 1/Concordant Choir.md new file mode 100644 index 000000000..dba2958f3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Concordant Choir.md @@ -0,0 +1,45 @@ +--- +name: Concordant Choir +alias: Concordant Choir +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: evocation +type: save +traditions: [divine, occult] +time: 1 to 3 +pf2etime: "" +range: 30 feet +target: varies +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: true +traits: + - common + - sonic + - evocation +components: +--- +# `=this.name` +==sonic== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters. + + +1 (verbal) The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save. + +2 (somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save. + +3 (material, somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save. +**Heightened (+1)** The damage increases by 1d4 for the 1-action version, or 2d4 for the other versions diff --git a/content/Mechanics/Spells/Spells/Level 1/Create Water.md b/content/mechanics/spells/Spells/Level 1/Create Water.md similarity index 62% rename from content/Mechanics/Spells/Spells/Level 1/Create Water.md rename to content/mechanics/spells/Spells/Level 1/Create Water.md index 42581eb11..dcbae0313 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Create Water.md +++ b/content/mechanics/spells/Spells/Level 1/Create Water.md @@ -25,17 +25,14 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==water== | ==conjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Detect Alignment.md b/content/mechanics/spells/Spells/Level 1/Detect Alignment.md new file mode 100644 index 000000000..5afca2439 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Detect Alignment.md @@ -0,0 +1,38 @@ +--- +name: Detect Alignment +alias: Detect Alignment +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: divination +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot emanation +source: "Pathfinder Core Rulebook" +traits: + - uncommon + - detection + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==detection== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +*** +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. +**Heightened (2nd)** You learn each aura's location and strength. diff --git a/content/mechanics/spells/Spells/Level 1/Detect Poison.md b/content/mechanics/spells/Spells/Level 1/Detect Poison.md new file mode 100644 index 000000000..daf9e70ff --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Detect Poison.md @@ -0,0 +1,37 @@ +--- +name: Detect Poison +alias: Detect Poison +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 1 +school: divination +type: utility +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 object or creature +source: "Pathfinder Core Rulebook" +traits: + - uncommon + - detection + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==detection== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. +**Heightened (2nd)** You learn the number and types of poison. diff --git a/content/Mechanics/Spells/Spells/Level 1/Disrupting Weapons.md b/content/mechanics/spells/Spells/Level 1/Disrupting Weapons.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 1/Disrupting Weapons.md rename to content/mechanics/spells/Spells/Level 1/Disrupting Weapons.md index a81afda6b..e05012771 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Disrupting Weapons.md +++ b/content/mechanics/spells/Spells/Level 1/Disrupting Weapons.md @@ -24,20 +24,16 @@ traits: components: - somatic - verbal -description: > - You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead. - - **Heightened (3rd)** The damage increases to 2d4 damage. - **Heightened (5th)** Target up to three weapons, and the damage increases to 3d4 damage. --- # `=this.name` ==positive== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead. +**Heightened (3rd)** The damage increases to 2d4 damage. +**Heightened (5th)** Target up to three weapons, and the damage increases to 3d4 damage. diff --git a/content/mechanics/spells/Spells/Level 1/Draw Ire.md b/content/mechanics/spells/Spells/Level 1/Draw Ire.md new file mode 100644 index 000000000..a3de6f796 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Draw Ire.md @@ -0,0 +1,48 @@ +--- +name: Draw Ire +alias: Draw Ire +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: enchantment +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: will +basic: false +traits: + - common + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a -1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw. +**Critical Success** The target is unaffected. +**Success** The target takes half damage and the penalty. The spell ends at the end of the target's next turn. +**Failure** The target takes full damage and the penalty. +**Critical Failure** The target takes double damage, and the status penalty is -2. + + +**Heightened (+1)** The damage increases by 1d10. diff --git a/content/mechanics/spells/Spells/Level 1/Déjà Vu.md b/content/mechanics/spells/Spells/Level 1/Déjà Vu.md new file mode 100644 index 000000000..669642f4d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Déjà Vu.md @@ -0,0 +1,45 @@ +--- +name: Déjà Vu +alias: Déjà Vu +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Bergelmir +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 100 feet +target: 1 creature +source: "Pathfinder Advanced Player's Guide" +duration: 2 rounds +save: will +basic: false +traits: + - common + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn. + +If the target can't repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes [[Stupefied]] 1 until the end of its turn. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Echoing Weapon.md b/content/mechanics/spells/Spells/Level 1/Echoing Weapon.md new file mode 100644 index 000000000..527fb978a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Echoing Weapon.md @@ -0,0 +1,40 @@ +--- +name: Echoing Weapon +alias: Echoing Weapon +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: evocation +type: utility +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 weapon +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - sonic + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==sonic== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four Strikes). +**Heightened (+2)** The sonic damage increases by 1 per Strike (and the maximum damage increases by 4). diff --git a/content/Mechanics/Spells/Spells/Level 1/Elysian Whimsy.md b/content/mechanics/spells/Spells/Level 1/Elysian Whimsy.md similarity index 70% rename from content/Mechanics/Spells/Spells/Level 1/Elysian Whimsy.md rename to content/mechanics/spells/Spells/Level 1/Elysian Whimsy.md index 06bf93989..d76b6e893 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Elysian Whimsy.md +++ b/content/mechanics/spells/Spells/Level 1/Elysian Whimsy.md @@ -29,32 +29,25 @@ traits: components: - somatic - verbal -description: > - You overwhelm the target with an unexpected and unpredictable desire if it fails a Will save. Roll 1d4 to determine the spell's effect. - - 1d4 - Effect - - 1 - The target feels a powerful urge to dance. For 1 round, it takes a -5-foot status penalty to its Speeds (-10-foot status penalty on a critical failure), capering and prancing as it moves. - - 2 - The target is compelled to loudly sing a song. Its first action on its next turn must be to Perform a song it knows, or to babble pleasingly if it knows no songs. On a critical failure, the target must use all its actions on its next turn to Perform a song. - - 3 - The target is filled with an irresistible urge to support a nearby creature's entertainment career. Its first action on its next turn must be to prepare to Aid a Perform check for the nearest creature it can see and the target can use the next reaction it gains only to Aid the creature it helped. On a critical failure, it must spend all its actions on its next turn preparing to Aid a Perform check. - - 4 - The target is overcome with a desire to give away its wealth. Its first action on its next turn must be to Interact to pull out a non-magical item of value it is carrying (such as a coin, piece of jewelry, or an item made of precious metal), if it doesn't already have one in hand. It then Releases the valuable item. If the target neither holds nor carries an appropriate item, it instead spends its first action loudly apologizing for having nothing to give. On a critical failure, the target must spend any actions remaining on its turn apologizing for not giving more. --- # `=this.name` ==uncommon== | ==incapacitation== | ==mental== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You overwhelm the target with an unexpected and unpredictable desire if it fails a Will save. Roll 1d4 to determine the spell's effect. + +1d4 +Effect + +1 The target feels a powerful urge to dance. For 1 round, it takes a -5-foot status penalty to its Speeds (-10-foot status penalty on a critical failure), capering and prancing as it moves. + +2 The target is compelled to loudly sing a song. Its first action on its next turn must be to Perform a song it knows, or to babble pleasingly if it knows no songs. On a critical failure, the target must use all its actions on its next turn to Perform a song. + +3 The target is filled with an irresistible urge to support a nearby creature's entertainment career. Its first action on its next turn must be to prepare to Aid a Perform check for the nearest creature it can see and the target can use the next reaction it gains only to Aid the creature it helped. On a critical failure, it must spend all its actions on its next turn preparing to Aid a Perform check. + +4 The target is overcome with a desire to give away its wealth. Its first action on its next turn must be to Interact to pull out a non-magical item of value it is carrying (such as a coin, piece of jewelry, or an item made of precious metal), if it doesn't already have one in hand. It then Releases the valuable item. If the target neither holds nor carries an appropriate item, it instead spends its first action loudly apologizing for having nothing to give. On a critical failure, the target must spend any actions remaining on its turn apologizing for not giving more. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Endure.md b/content/mechanics/spells/Spells/Level 1/Endure.md similarity index 56% rename from content/Mechanics/Spells/Spells/Level 1/Endure.md rename to content/mechanics/spells/Spells/Level 1/Endure.md index 604f9cf71..95022ca80 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Endure.md +++ b/content/mechanics/spells/Spells/Level 1/Endure.md @@ -25,20 +25,16 @@ traits: - enchantment components: - somatic -description: > - You invigorate the touched creature's mind and urge it to press on. You grant the touched creature 5 temporary Hit Points. - - **Heightened (+1)** Increase the temporary Hit Points by 5. --- # `=this.name` ==mental== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You invigorate the touched creature's mind and urge it to press on. You grant the touched creature 5 temporary Hit Points. +**Heightened (+1)** Increase the temporary Hit Points by 5. diff --git a/content/mechanics/spells/Spells/Level 1/Exchange Image.md b/content/mechanics/spells/Spells/Level 1/Exchange Image.md new file mode 100644 index 000000000..cf2865357 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Exchange Image.md @@ -0,0 +1,45 @@ +--- +name: Exchange Image +alias: Exchange Image +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: illusion +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +requirements: You have the humanoid trait +range: touch +target: you and 1 other humanoid +source: "Pathfinder #147: Tomorrow Must Burn" +duration: varies +save: will +basic: false +traits: + - uncommon + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Requirements** `=this.requirements` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +To mislead pursuers, the Lacunafex developed the means to swap visages. You trade appearances with the target, with the effects depending on the result of the target's Will saving throw. Willing and [[Unconscious]] targets automatically critically fail this saving throw. +**Critical Success** No effect. +**Success** You take on the target's appearance, and they take yours. This has the same effects as a 1st-level [[Illusory Disguise]] spell, except that the target can't Dismiss the disguise. The duration is 1 minute or until Dismissed. +**Failure** As success, but the duration is 1 hour or until Dismissed. +**Critical Failure** As success, but the duration is 24 hours. diff --git a/content/Mechanics/Spells/Spells/Level 1/Fear.md b/content/mechanics/spells/Spells/Level 1/Fear.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 1/Fear.md rename to content/mechanics/spells/Spells/Level 1/Fear.md index 62d28d204..79c606f86 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Fear.md +++ b/content/mechanics/spells/Spells/Level 1/Fear.md @@ -33,26 +33,23 @@ traits: components: - somatic - verbal -description: > - You plant fear in the target; it must attempt a Will save. - - **Critical Success** The target is unaffected. - **Success** The target is [[Frightened]] 1. - **Failure** The target is [[Frightened]] 2. - **Critical Failure** The target is [[Frightened]] 3 and [[Fleeing]] for 1 round. - - **Heightened (3rd)** You can target up to five creatures. --- # `=this.name` ==emotion== | ==fear== | ==mental== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You plant fear in the target; it must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** The target is [[Frightened]] 1. +**Failure** The target is [[Frightened]] 2. +**Critical Failure** The target is [[Frightened]] 3 and [[Fleeing]] for 1 round. + + +**Heightened (3rd)** You can target up to five creatures. diff --git a/content/Mechanics/Spells/Spells/Level 1/Fleet Step.md b/content/mechanics/spells/Spells/Level 1/Fleet Step.md similarity index 70% rename from content/Mechanics/Spells/Spells/Level 1/Fleet Step.md rename to content/mechanics/spells/Spells/Level 1/Fleet Step.md index 12dc63506..989f24c88 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Fleet Step.md +++ b/content/mechanics/spells/Spells/Level 1/Fleet Step.md @@ -23,17 +23,14 @@ traits: components: - somatic - verbal -description: > - You gain a +30-foot status bonus to your Speed. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You gain a +30-foot status bonus to your Speed. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Flense.md b/content/mechanics/spells/Spells/Level 1/Flense.md new file mode 100644 index 000000000..fe0e19656 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Flense.md @@ -0,0 +1,40 @@ +--- +name: Flense +alias: Flense +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/divine +level: 1 +school: necromancy +type: attack +traditions: [arcane, divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature or corpse +source: "Pathfinder #186: Ghost King's Rage" +traits: + - uncommon + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +With a touch, you strip off the flesh, muscle, and internal organs off your target, leaving only bare bones. The effect depends on whether the target is a living creature, undead creature, or inanimate corpse. A creature or corpse that lacks flesh, muscle, and internal organs is immune to this spell. + +**Inanimate Corpse** The flesh, muscle, viscera, and organs are stripped from the corpse and vanish, leaving only bare bones behind. +**Living Creature** Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also takes 1d4 persistent bleed damage. If this spell's damage kills the target, the corpse is only bones. +**Undead Creature** Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also becomes [[Enfeebled]] 1 for 1 minute. If this spell's damage destroys the target, only its bare bones remain behind. +**Heightened (+1)** The slashing damage to living and undead creatures increases by 2d6, and the persistent bleed damage to living creatures increases by 1d4. diff --git a/content/mechanics/spells/Spells/Level 1/Floating Disk.md b/content/mechanics/spells/Spells/Level 1/Floating Disk.md new file mode 100644 index 000000000..1aff4192d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Floating Disk.md @@ -0,0 +1,39 @@ +--- +name: Floating Disk +alias: Floating Disk +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: conjuration +type: utility +traditions: [arcane, occult] +deities: Casandalee, Horus +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 8 hours +traits: + - common + - force + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Force Barrage.md b/content/mechanics/spells/Spells/Level 1/Force Barrage.md new file mode 100644 index 000000000..1d28e8955 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Force Barrage.md @@ -0,0 +1,47 @@ +--- +name: Force Barrage +aliases: + - Magic Missile +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: evocation +type: utility +traditions: + - arcane + - occult +deities: Gravelady's Guard, Lorthact, Nethys +bloodline: imperial +time: 1 to 3 +pf2etime: "" +range: 120 feet +target: 1 creature +source: Pathfinder Core Rulebook +traits: + - common + - force + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. + + + +**Heightened (+2)** You shoot one additional missile with each action you spend. diff --git a/content/mechanics/spells/Spells/Level 1/Forced Mercy.md b/content/mechanics/spells/Spells/Level 1/Forced Mercy.md new file mode 100644 index 000000000..2c291bfd9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Forced Mercy.md @@ -0,0 +1,50 @@ +--- +name: Forced Mercy +alias: Forced Mercy +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: enchantment +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +duration: varies +save: will +basic: false +traits: + - uncommon + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical -2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a Will save. A willing target can choose to critically fail their saving throw. +**Critical Success** The creature is unaffected. +**Success** The creature is affected for 1 round. +**Failure** The creature is affected for 1d4 rounds. +**Critical Failure** The creature is affected for 1 minute. + + +**Heightened (4th)** The range increases to 100 feet, and you can target up to 8 creatures. diff --git a/content/Mechanics/Spells/Spells/Level 1/Friendfetch.md b/content/mechanics/spells/Spells/Level 1/Friendfetch.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 1/Friendfetch.md rename to content/mechanics/spells/Spells/Level 1/Friendfetch.md index b546b4e8f..f8eaf1c70 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Friendfetch.md +++ b/content/mechanics/spells/Spells/Level 1/Friendfetch.md @@ -24,16 +24,13 @@ traits: components: - somatic - verbal -description: > - You shoot out ephemeral, telekinetic strands that drag each target directly toward you, stopping in the closest unoccupied space to you in this path. This is forced movement. --- # `=this.name` ==uncommon== | ==force== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +You shoot out ephemeral, telekinetic strands that drag each target directly toward you, stopping in the closest unoccupied space to you in this path. This is forced movement. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Gentle Landing.md b/content/mechanics/spells/Spells/Level 1/Gentle Landing.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 1/Gentle Landing.md rename to content/mechanics/spells/Spells/Level 1/Gentle Landing.md index 061ab1c13..c6df4aade 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Gentle Landing.md +++ b/content/mechanics/spells/Spells/Level 1/Gentle Landing.md @@ -26,21 +26,19 @@ traits: - abjuration components: - verbal -description: > - Trigger a creature within range is falling - - 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. --- # `=this.name` ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +Trigger a creature within range is falling + + +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Goblin Pox.md b/content/mechanics/spells/Spells/Level 1/Goblin Pox.md new file mode 100644 index 000000000..0383b44e9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Goblin Pox.md @@ -0,0 +1,54 @@ +--- +name: Goblin Pox +alias: Goblin Pox +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: necromancy +type: save +traditions: [arcane, primal] +deities: Apollyon, Ghlaunder, Urgathoa +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - disease + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==disease== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target is [[Sickened]] 1. +**Failure** The target is afflicted with goblin pox at stage 1. +**Critical Failure** The target is afflicted with goblin pox at stage 2. + + + +**Goblin Pox (disease) Level 1.** + +Goblins and goblin dogs are immune. +Stage 1 [[Sickened]] 1 (1 round) +Stage 2 [[Sickened]] 1 and [[Slowed]] 1 (1 round) +Stage 3 [[Sickened]] 1 and the creature can't reduce its Sickened value below 1 (1 day) diff --git a/content/mechanics/spells/Spells/Level 1/Gravitational Pull.md b/content/mechanics/spells/Spells/Level 1/Gravitational Pull.md new file mode 100644 index 000000000..d7d5a91be --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Gravitational Pull.md @@ -0,0 +1,42 @@ +--- +name: Gravitational Pull +alias: Gravitational Pull +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: evocation +type: save +traditions: [arcane, occult] +time: 1 to 3 +pf2etime: "" +range: 30 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: false +traits: + - common + - evocation +components: +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked [[Prone]]. The effects of this spell change depending on the number of actions you spend when you Cast this Spell. + +1 (somatic) The spell targets one creature. + +2 (somatic, verbal) The spell targets one creature and pulls the target 20 feet instead of 10. + +3 (material, somatic, verbal) The spell targets up to 5 creatures. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Grease.md b/content/mechanics/spells/Spells/Level 1/Grease.md new file mode 100644 index 000000000..9cde90680 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Grease.md @@ -0,0 +1,44 @@ +--- +name: Grease +alias: Grease +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: conjuration +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 object of Bulk 1 or less +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: reflex +basic: false +traits: + - common + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You conjure grease, with effects based on choosing area or target. + + +Area [4 contiguous 5-foot squares] 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 [1 object of Bulk 1 or less] 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Grim Tendrils.md b/content/mechanics/spells/Spells/Level 1/Grim Tendrils.md new file mode 100644 index 000000000..a7279b93e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Grim Tendrils.md @@ -0,0 +1,46 @@ +--- +name: Grim Tendrils +alias: Grim Tendrils +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: necromancy +type: save +traditions: [arcane, occult] +deities: Charon, Dajermube, Fumeiyoshi, Nhimbaloth, Nyarlathotep (Haunter in the Dark), Orcus, Treerazer +bloodline: shadow +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot line +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.**Critical Success** The creature is unaffected. +**Success** The creature takes half the negative damage and no persistent bleed damage. +**Failure** The creature takes full damage. +**Critical Failure** The creature takes double negative damage and double persistent bleed damage. +**Heightened (+1)** The negative damage increases by 2d4, and the persistent bleed damage increases by 1. diff --git a/content/mechanics/spells/Spells/Level 1/Gritty Wheeze.md b/content/mechanics/spells/Spells/Level 1/Gritty Wheeze.md new file mode 100644 index 000000000..f7ffb7aab --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Gritty Wheeze.md @@ -0,0 +1,48 @@ +--- +name: Gritty Wheeze +alias: Gritty Wheeze +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 15-foot cone +source: "Pathfinder Adventure: Threshold of Knowledge" +save: fortitude +basic: false +traits: + - uncommon + - air + - earth + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==air== | ==earth== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +You exhale desiccating grit and sand in a small cloud. Creatures in the area take 2d4 bludgeoning damage and must attempt a Fortitude save. + +Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw. +**Critical Success** The creature takes no damage. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is [[Dazzled]] for 1 round. +**Critical Failure** The creature takes double damage and is dazzled for 1 minute. + + +**Heightened (+1)** The damage increases by 2d4. diff --git a/content/mechanics/spells/Spells/Level 1/Gust of Wind.md b/content/mechanics/spells/Spells/Level 1/Gust of Wind.md new file mode 100644 index 000000000..3a88898d9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Gust of Wind.md @@ -0,0 +1,45 @@ +--- +name: Gust of Wind +alias: Gust of Wind +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +deities: Gozreh, Hei Feng, Hshurha, Pazuzu, Seafarer's Hope, Sky Keepers +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 60-foot line +source: "Pathfinder Core Rulebook" +duration: until the start of your next turn +save: fortitude +basic: false +traits: + - common + - air + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==air== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The creature is unaffected. +**Success** The creature can't move against the wind. +**Failure** The creature is knocked [[Prone]]. If it was flying, it suffers the effects of critical failure instead. +**Critical Failure** The creature is pushed 30 feet in the wind's direction, knocked Prone, and takes 2d6 bludgeoning damage. diff --git a/content/mechanics/spells/Spells/Level 1/Harm.md b/content/mechanics/spells/Spells/Level 1/Harm.md new file mode 100644 index 000000000..ffc855e8e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Harm.md @@ -0,0 +1,46 @@ +--- +name: Harm +alias: Harm +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine +level: 1 +school: necromancy +type: save +traditions: [divine] +bloodline: undead +time: 1 to 3 +pf2etime: "" +range: varies +target: 1 living creature or 1 willing undead creature +area: 30-foot emanation +source: "Pathfinder Core Rulebook" +save: fortitude +basic: true +traits: + - common + - negative + - necromancy +components: +--- +# `=this.name` +==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +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. + +1 (somatic) The spell has a range of touch. + +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. + +3 (material, verbal, somatic) You disperse negative energy in a 30-foot emanation. This targets all living and undead creatures in the area. +**Heightened (+1)** The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8. diff --git a/content/mechanics/spells/Spells/Level 1/Heal.md b/content/mechanics/spells/Spells/Level 1/Heal.md new file mode 100644 index 000000000..5dca294a3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Heal.md @@ -0,0 +1,48 @@ +--- +name: Heal +alias: Heal +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 1 +school: necromancy +type: heal +traditions: [divine, primal] +bloodline: angelic, psychopomp +time: 1 to 3 +pf2etime: "" +range: varies +target: 1 willing living creature or 1 undead +area: 30-foot emanation +source: "Pathfinder Core Rulebook" +save: fortitude +basic: true +traits: + - common + - healing + - positive + - necromancy +components: +--- +# `=this.name` +==healing== | ==positive== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +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. + +1 (somatic) The spell has a range of touch. + +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 + +3 (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst. +**Heightened (+1)** The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8. diff --git a/content/mechanics/spells/Spells/Level 1/Horizon Thunder Sphere.md b/content/mechanics/spells/Spells/Level 1/Horizon Thunder Sphere.md new file mode 100644 index 000000000..9368b373f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Horizon Thunder Sphere.md @@ -0,0 +1,43 @@ +--- +name: Horizon Thunder Sphere +alias: Horizon Thunder Sphere +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: attack +traditions: [arcane, primal] +time: 2 to 3 rounds +pf2etime: "" +range: varies +target: 1 creature +source: "Pathfinder Secrets of Magic" +traits: + - common + - attack + - electricity + - evocation +components: +--- +# `=this.name` +==attack== | ==electricity== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is [[Dazzled]] for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. **2** (somatic, verbal) This spell has a range of 30 feet. + +**3** (material, somatic, verbal) This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target. + + +**Two Rounds** If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon. + + +**Heightened (+1)** The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6 electricity, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1 electricity. diff --git a/content/Mechanics/Spells/Spells/Level 1/Hydraulic Push.md b/content/mechanics/spells/Spells/Level 1/Hydraulic Push.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 1/Hydraulic Push.md rename to content/mechanics/spells/Spells/Level 1/Hydraulic Push.md index a6dfdb057..a5f551211 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Hydraulic Push.md +++ b/content/mechanics/spells/Spells/Level 1/Hydraulic Push.md @@ -27,23 +27,20 @@ traits: components: - somatic - verbal -description: > - You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. - - **Critical Success** The target takes 6d6 bludgeoning damage and is knocked back 10 feet. - **Success** The target takes 3d6 bludgeoning damage and is knocked back 5 feet. - - **Heightened (+1)** The damage increases by 2d6. --- # `=this.name` ==attack== | ==water== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. +**Critical Success** The target takes 6d6 bludgeoning damage and is knocked back 10 feet. +**Success** The target takes 3d6 bludgeoning damage and is knocked back 5 feet. + + +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 1/Ill Omen.md b/content/mechanics/spells/Spells/Level 1/Ill Omen.md new file mode 100644 index 000000000..7c96aa216 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Ill Omen.md @@ -0,0 +1,47 @@ +--- +name: Ill Omen +alias: Ill Omen +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 1 +school: divination +type: save +traditions: [occult] +deities: Ahriman, Azathoth, Gyronna, Imot, Lubaiko, Sifkesh, Zyphus +lesson: lesson of calamity +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Advanced Player's Guide" +duration: 1 round +save: will +basic: false +traits: + - common + - curse + - misfortune + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==misfortune== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Lesson** `=this.lesson` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +The target is struck with misfortune, which throws them off balance. The target must attempt a Will save. +**Success** The target is unaffected. +**Failure** The first time during the duration that target rolls an attack roll or skill check, it must roll twice and take the worse result. +**Critical Failure** Every time during the duration that the target rolls an attack roll or skill check, it must roll twice and take the worse result. diff --git a/content/mechanics/spells/Spells/Level 1/Illusory Disguise.md b/content/mechanics/spells/Spells/Level 1/Illusory Disguise.md new file mode 100644 index 000000000..95f8f23d8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Illusory Disguise.md @@ -0,0 +1,43 @@ +--- +name: Illusory Disguise +alias: Illusory Disguise +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Hastur, Likha, Mahathallah, Nivi Rhombodazzle, Norgorber, Sivanah, The Lantern King +bloodline: hag, genie +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**Heightened (2nd)** The spell also disguises your voice and scent, and it gains the auditory and olfactory traits. +**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 and olfactory traits. diff --git a/content/mechanics/spells/Spells/Level 1/Illusory Object.md b/content/mechanics/spells/Spells/Level 1/Illusory Object.md new file mode 100644 index 000000000..385c45615 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Illusory Object.md @@ -0,0 +1,44 @@ +--- +name: Illusory Object +alias: Illusory Object +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Abadar +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +area: 20-foot burst +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. +**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. +**Heightened (5th)** As the 2nd-level version, but the duration is unlimited. diff --git a/content/mechanics/spells/Spells/Level 1/Imprint Message.md b/content/mechanics/spells/Spells/Level 1/Imprint Message.md new file mode 100644 index 000000000..82b4ecc22 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Imprint Message.md @@ -0,0 +1,36 @@ +--- +name: Imprint Message +alias: Imprint Message +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 1 +school: divination +type: utility +traditions: [occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 object +source: "Pathfinder Advanced Player's Guide" +traits: + - common + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts [[Object Reading]] on the target object, replacing any emotional events the item was present for. If the object is in the area of a [[Retrocognition]] spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions. + +If the object is targeted with [[Read Aura]] of a higher spell level than imprint message, the caster learns that the object has been magically modified. When you Cast this Spell, any prior vibrations placed on an object by previous castings of imprint message fade. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Inkshot.md b/content/mechanics/spells/Spells/Level 1/Inkshot.md new file mode 100644 index 000000000..5d73f691b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Inkshot.md @@ -0,0 +1,38 @@ +--- +name: Inkshot +alias: Inkshot +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/attack + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: conjuration +type: attack +traditions: [occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Kingmaker" +traits: + - rare + - poison + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==poison== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +*** +A spray of viscous, toxic ink jets from your fingertip to strike a target creature in the face. Make a spell attack roll against the target. On a hit, you deal 2d6 poison damage, plus you blast the target's eyes, making them [[Dazzled]] for 1 round as the stinging ink blurs and distorts the creature's vision. On a critical hit, double the poison damage, and the target becomes dazzled for 1 minute by the foul ink. + +The ink stain remains for 1 hour before fading, although vigorous cleansing (or magic such as a prestidigitation cantrip) can remove the ink before then. +**Heightened (+1)** Increase the base poison damage by 2d6. diff --git a/content/mechanics/spells/Spells/Level 1/Invisible Item.md b/content/mechanics/spells/Spells/Level 1/Invisible Item.md new file mode 100644 index 000000000..fdf009cad --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Invisible Item.md @@ -0,0 +1,39 @@ +--- +name: Invisible Item +alias: Invisible Item +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: illusion +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 object +source: "Pathfinder Advanced Player's Guide" +duration: 1 hour +traits: + - common + - illusion +components: + - material + - somatic +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You make the object [[Invisible]]. This makes it [[Undetected]] to all creatures, though the creatures can attempt to find the target, making it [[Hidden]] to them instead if they succeed. If the item is used as part of a hostile action, the spell ends after that hostile action is completed. Making a weapon invisible typically doesn't give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker. +**Heightened (3rd)** The duration is until the next time you make your daily preparations. +**Heightened (7th)** The duration is unlimited. diff --git a/content/mechanics/spells/Spells/Level 1/Item Facade.md b/content/mechanics/spells/Spells/Level 1/Item Facade.md new file mode 100644 index 000000000..15c782b1b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Item Facade.md @@ -0,0 +1,40 @@ +--- +name: Item Facade +alias: Item Facade +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: illusion +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 object no more than 10 feet by 10 feet by 10 feet +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (2nd)** The duration is 24 hours. +**Heightened (3rd)** The duration is unlimited. diff --git a/content/mechanics/spells/Spells/Level 1/Jump.md b/content/mechanics/spells/Spells/Level 1/Jump.md new file mode 100644 index 000000000..90c233ca2 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Jump.md @@ -0,0 +1,35 @@ +--- +name: Jump +alias: Jump +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: transmutation +type: utility +traditions: [arcane, primal] +deities: Gogunta, Irori, Kabriri, Sun Wukong +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +traits: + - common + - move + - transmutation +components: + - somatic +--- +# `=this.name` +==move== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +*** +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. +**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. diff --git a/content/mechanics/spells/Spells/Level 1/Juvenile Companion.md b/content/mechanics/spells/Spells/Level 1/Juvenile Companion.md new file mode 100644 index 000000000..67d81cf08 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Juvenile Companion.md @@ -0,0 +1,40 @@ +--- +name: Juvenile Companion +alias: Juvenile Companion +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 1 +school: transmutation +type: utility +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: your companion +source: "Pathfinder Secrets of Magic" +duration: 10 minutes +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You transform your companion into its juvenile form, such as a cub, foal, kitten, puppy, or piglet, making the target appear harmless. It becomes Tiny (if it was larger), and its reach is reduced to 0 feet. All of its Speeds are halved (to a minimum Speed of 5 feet), and it gains weakness 5 to physical damage. In all other ways, its abilities and statistics are unchanged. + +If your companion uses a hostile action, juvenile companion ends. This spell has no effect on a companion that doesn't have a juvenile form. +**Heightened (2nd)** The duration increases to 1 hour. diff --git a/content/mechanics/spells/Spells/Level 1/Kinetic Ram.md b/content/mechanics/spells/Spells/Level 1/Kinetic Ram.md new file mode 100644 index 000000000..723eccb6c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Kinetic Ram.md @@ -0,0 +1,45 @@ +--- +name: Kinetic Ram +alias: Kinetic Ram +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: evocation +type: save +traditions: [arcane, occult] +time: 1 to 3 +pf2etime: "" +range: varies +target: 1 or more creatures +source: "Pathfinder Dark Archive" +save: fortitude +basic: false +traits: + - common + - force + - evocation +components: + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +Gathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spell must succeed at a Fortitude saving throw or be pushed 10 feet away from you (or 20 feet on a critical failure). The spell's area or range and how many creatures it affects is based on how many actions you spend when Casting the Spell. + + +1 The spell targets one creature within 15 feet. + +2 The spell targets one creature within 30 feet. The distance the target is pushed if it fails is doubled, and on a critical failure, the target is also knocked [[Prone]] and takes 1d6 bludgeoning damage. + +3 The spell targets all creatures in a 5-foot emanation. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Liberating Command.md b/content/mechanics/spells/Spells/Level 1/Liberating Command.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 1/Liberating Command.md rename to content/mechanics/spells/Spells/Level 1/Liberating Command.md index 2ce789b31..340afa17a 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Liberating Command.md +++ b/content/mechanics/spells/Spells/Level 1/Liberating Command.md @@ -23,17 +23,14 @@ traits: - enchantment components: - verbal -description: > - You call out a liberating cry, urging an ally to break free of an effect that holds them in place. If the target is [[Grabbed]], [[Immobilized]], or [[Restrained]], it can immediately use a reaction to attempt to Escape. --- # `=this.name` ==mental== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +You call out a liberating cry, urging an ally to break free of an effect that holds them in place. If the target is [[Grabbed]], [[Immobilized]], or [[Restrained]], it can immediately use a reaction to attempt to Escape. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Lock.md b/content/mechanics/spells/Spells/Level 1/Lock.md new file mode 100644 index 000000000..10f506e78 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Lock.md @@ -0,0 +1,41 @@ +--- +name: Lock +alias: Lock +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: abjuration +type: utility +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 lock, or a door or container with a latch +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (2nd)** The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost. diff --git a/content/mechanics/spells/Spells/Level 1/Lose the Path.md b/content/mechanics/spells/Spells/Level 1/Lose the Path.md new file mode 100644 index 000000000..0ceb43d37 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Lose the Path.md @@ -0,0 +1,43 @@ +--- +name: Lose the Path +alias: Lose the Path +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: illusion +type: save +traditions: [occult, primal] +time: reaction +pf2etime: "*⬲{ .Pathfinder }*" +trigger: A creature in range Strides +range: 60 feet +target: the triggering creature +source: "Pathfinder Secrets of Magic" +save: will +basic: false +traits: + - common + - mental + - visual + - illusion +components: + - somatic +--- +# `=this.name` +==mental== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You surround a moving creature with lifelike illusions, shifting their perception of the terrain to subtly lead them off course. The target must attempt a Will save. Regardless of the result, the creature is immune to lose the path for 1 hour. +**Success** The creature is unaffected. +**Failure** The creature treats all squares as difficult terrain for its Stride. +**Critical Failure** As failure, except that you determine where the target moves during the Stride, though you can't move it into hazardous terrain or to a place it can't stand. diff --git a/content/mechanics/spells/Spells/Level 1/Mage Armor.md b/content/mechanics/spells/Spells/Level 1/Mage Armor.md new file mode 100644 index 000000000..ad0689c62 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Mage Armor.md @@ -0,0 +1,46 @@ +--- +name: Mage Armor +alias: Mage Armor +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: abjuration +type: utility +traditions: [arcane, occult] +deities: Arshea, Demon Bringers, Kazutal, Keepers of the Hearth, Lymnieris, Milani, Valmallos, Wadjet +bloodline: wyrmblessed +lesson: lesson of protection +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Lesson** `=this.lesson` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**Heightened (4th)** You gain a +1 item bonus to saving throws. +**Heightened (6th)** The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws. +**Heightened (8th)** The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws. +**Heightened (10th)** The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws. diff --git a/content/mechanics/spells/Spells/Level 1/Magic Aura.md b/content/mechanics/spells/Spells/Level 1/Magic Aura.md new file mode 100644 index 000000000..5c2e22e95 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Magic Aura.md @@ -0,0 +1,39 @@ +--- +name: Magic Aura +alias: Magic Aura +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: illusion +type: utility +traditions: [arcane, occult] +time: 1 minute +pf2etime: "" +range: touch +target: 1 object of 3 bulk or less +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - uncommon + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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 [[Read 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. +**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. diff --git a/content/Mechanics/Spells/Spells/Level 1/Magic Fang.md b/content/mechanics/spells/Spells/Level 1/Magic Fang.md similarity index 52% rename from content/Mechanics/Spells/Spells/Level 1/Magic Fang.md rename to content/mechanics/spells/Spells/Level 1/Magic Fang.md index f6916ebee..755ef0236 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Magic Fang.md +++ b/content/mechanics/spells/Spells/Level 1/Magic Fang.md @@ -24,18 +24,15 @@ traits: components: - somatic - verbal -description: > - Choose one of the target's unarmed attacks. 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 if it had only one. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +Choose one of the target's unarmed attacks. 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 if it had only one. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Magic Stone.md b/content/mechanics/spells/Spells/Level 1/Magic Stone.md new file mode 100644 index 000000000..4a089231a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Magic Stone.md @@ -0,0 +1,40 @@ +--- +name: Magic Stone +alias: Magic Stone +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 1 +school: necromancy +type: utility +traditions: [divine, primal] +spelllist: elemental +time: 1 to 3 +pf2etime: "" +range: touch +target: 1 to 3 non-magical stones or sling bullets +source: "Pathfinder Advanced Player's Guide" +duration: 1 minute +traits: + - common + - positive + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==positive== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-magical stone or sling bullet for every action you use Casting this Spell. The stones must be unattended or carried by you or a willing ally. The stones become +1 striking disrupting Sling Bullets. Each stone can be used only once, after which it crumbles to dust. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Magic Weapon.md b/content/mechanics/spells/Spells/Level 1/Magic Weapon.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 1/Magic Weapon.md rename to content/mechanics/spells/Spells/Level 1/Magic Weapon.md index 2d616956c..a4d169a13 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Magic Weapon.md +++ b/content/mechanics/spells/Spells/Level 1/Magic Weapon.md @@ -26,18 +26,15 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Mending.md b/content/mechanics/spells/Spells/Level 1/Mending.md new file mode 100644 index 000000000..7ef609e55 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Mending.md @@ -0,0 +1,41 @@ +--- +name: Mending +alias: Mending +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: transmutation +type: utility +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 10 minutes +pf2etime: "" +range: touch +target: non-magical object of light Bulk or less +source: "Pathfinder Core Rulebook" +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. +**Heightened (2nd)** You can target a non-magical object of 1 Bulk or less. +**Heightened (3rd)** You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less. diff --git a/content/mechanics/spells/Spells/Level 1/Message Rune.md b/content/mechanics/spells/Spells/Level 1/Message Rune.md new file mode 100644 index 000000000..75388eace --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Message Rune.md @@ -0,0 +1,42 @@ +--- +name: Message Rune +alias: Message Rune +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: divination +type: utility +traditions: [arcane, occult] +deities: Lissala, Mephistopheles, Nyarlathotep (The Crawling Chaos), Pillars of Knowledge, Thoth, Ydajisk +time: 5 minutes +pf2etime: "" +range: touch +target: 1 flat unattended surface +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 day +traits: + - common + - mental + - linguistic + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==mental== | ==linguistic== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You record a message up to 5 minutes long and inscribe a special rune on any flat unattended surface within reach. The nature of the rune's appearance is up to you, but it is visible to everyone and it must be no smaller than 2 inches in diameter. You also specify a trigger that creatures must meet to activate the rune. For the duration of the spell, creatures who meet the criteria of the trigger can touch the rune to hear the recorded message in their head as though you were speaking to them telepathically. You know when someone is listening to the message, but you do not know who is listening to it. You can Dismiss the spell. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Mindlink.md b/content/mechanics/spells/Spells/Level 1/Mindlink.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 1/Mindlink.md rename to content/mechanics/spells/Spells/Level 1/Mindlink.md index 4a634f590..0f9dcf1d6 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Mindlink.md +++ b/content/mechanics/spells/Spells/Level 1/Mindlink.md @@ -24,17 +24,14 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==mental== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Movanic Glimmer.md b/content/mechanics/spells/Spells/Level 1/Movanic Glimmer.md new file mode 100644 index 000000000..5369998d4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Movanic Glimmer.md @@ -0,0 +1,41 @@ +--- +name: Movanic Glimmer +alias: Movanic Glimmer +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 1 +school: enchantment +type: utility +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 animal +source: "Pathfinder #183: Field of Maidens" +duration: until you next perform your daily preparations +traits: + - uncommon + - good + - mental + - transmutation + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==good== | ==mental== | ==transmutation== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You give the target animal a glimmer of awareness, not truly awakening it but allowing it to better understand its surroundings. The target gains a +2 status bonus to Perception checks and Will saves, and any Nature checks to Command the target Animal gain a +1 status bonus from its increased understanding. Additionally, if the target animal has the minion trait, it can take one action each turn even if its master doesn't use an action to Command it, which it can use to perform any basic action it knows. This doesn't prevent a target that was summoned from disappearing if its summoner doesn't Sustain the Spell, but does allow the target to perform one action before disappearing. +**Heightened (8th)** You can target up to 5 animals. diff --git a/content/Mechanics/Spells/Spells/Level 1/Mud Pit.md b/content/mechanics/spells/Spells/Level 1/Mud Pit.md similarity index 63% rename from content/Mechanics/Spells/Spells/Level 1/Mud Pit.md rename to content/mechanics/spells/Spells/Level 1/Mud Pit.md index 1b84f1e1a..15f77ef89 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Mud Pit.md +++ b/content/mechanics/spells/Spells/Level 1/Mud Pit.md @@ -28,18 +28,15 @@ components: - material - somatic - verbal -description: > - Thick, clinging mud covers the ground, 1 foot deep. The mud is difficult terrain. --- # `=this.name` ==earth== | ==water== | ==conjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +Thick, clinging mud covers the ground, 1 foot deep. The mud is difficult terrain. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 1/Necromancer's Generosity.md b/content/mechanics/spells/Spells/Level 1/Necromancer's Generosity.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 1/Necromancer's Generosity.md rename to content/mechanics/spells/Spells/Level 1/Necromancer's Generosity.md index cb4d4bd28..0119e9483 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Necromancer's Generosity.md +++ b/content/mechanics/spells/Spells/Level 1/Necromancer's Generosity.md @@ -25,19 +25,15 @@ traits: components: - somatic - verbal -description: > - You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains 1d8+4 Hit Points when you Cast the Spell, and it gains a +2 status bonus to saves against positive effects for the duration. - - **Heightened (+1)** The amount of healing increases by 1d8+4. --- # `=this.name` ==negative== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains 1d8+4 Hit Points when you Cast the Spell, and it gains a +2 status bonus to saves against positive effects for the duration. +**Heightened (+1)** The amount of healing increases by 1d8+4. diff --git a/content/mechanics/spells/Spells/Level 1/Negate Aroma.md b/content/mechanics/spells/Spells/Level 1/Negate Aroma.md new file mode 100644 index 000000000..14e6761f3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Negate Aroma.md @@ -0,0 +1,40 @@ +--- +name: Negate Aroma +alias: Negate Aroma +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: abjuration +type: utility +traditions: [arcane, primal] +deities: Skode +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 willing creature +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (5th)** The range increases to 30 feet, and you can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 1/Nettleskin.md b/content/mechanics/spells/Spells/Level 1/Nettleskin.md new file mode 100644 index 000000000..ff6dd2292 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Nettleskin.md @@ -0,0 +1,40 @@ +--- +name: Nettleskin +alias: Nettleskin +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 1 +school: transmutation +type: utility +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: self +target: self +source: "Pathfinder Adventure: Threshold of Knowledge" +duration: 1 minute +traits: + - uncommon + - plant + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==plant== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +Thorns sprout from your body; they pass through and don't damage any clothing or armor you wear. + +Adjacent creatures that hit you with a melee or unarmed attack take 1d4 piercing damage as the nettles jab them and break off. Each time a creature takes damage in this way, nettleskin's duration decreases by 1 round. +**Heightened (+1)** The damage increases by 1d4. diff --git a/content/mechanics/spells/Spells/Level 1/Noxious Vapors.md b/content/mechanics/spells/Spells/Level 1/Noxious Vapors.md new file mode 100644 index 000000000..61f179927 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Noxious Vapors.md @@ -0,0 +1,40 @@ +--- +name: Noxious Vapors +alias: Noxious Vapors +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 10-foot emanation +source: "Pathfinder Advanced Player's Guide" +duration: 1 round +save: fortitude +basic: true +traits: + - common + - poison + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==poison== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You emit a cloud of toxic smoke that temporarily obscures you from sight. Each creature except you in the area when you Cast the Spell takes 1d6 poison damage (basic Fortitude save). A creature that critically fails the saving throw also becomes [[Sickened]] 1. All creatures in the area become [[Concealed]], and all creatures outside the smoke become Concealed to creatures within it. This smoke can be dispersed by a strong wind. +**Heightened (+1)** The damage increases by 1d6 poison. diff --git a/content/mechanics/spells/Spells/Level 1/Nudge the Odds.md b/content/mechanics/spells/Spells/Level 1/Nudge the Odds.md new file mode 100644 index 000000000..87eff8a9d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Nudge the Odds.md @@ -0,0 +1,38 @@ +--- +name: Nudge the Odds +alias: Nudge the Odds +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: divination +type: utility +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 hour +traits: + - uncommon + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You bestow yourself supernaturally good luck at cards, dice, and other games of chance. You gain a +1 status bonus to Games Lore checks to gamble, and if you roll a critical failure on such a check, you get a failure instead; however, the spell is too short-lived to use for Earn Income checks from gambling. + +When you're under the effect of nudge the odds, one facial feature, such as a lock of hair or the iris of an eye, transforms to a distinctive golden color; the GM chooses which feature when you cast the spell. This change resists all magical efforts to conceal it, though it can be hidden or covered by mundane means. A creature noticing the feature can identify the spell using Recall Knowledge. Because it prevents losing big, gamblers consider nudge the odds a repugnant form of cheating. If you're caught using the spell, you are likely to suffer serious consequences, depending on the nature of the gamblers you cheated. +**Heightened (5th)** The status bonus increases to +2, and the duration increases to last until the next time you make your daily preparations. If you continue spending your spell slot to keep the duration active, this allows you to apply the effect to a downtime check to Earn Income. diff --git a/content/mechanics/spells/Spells/Level 1/Object Reading.md b/content/mechanics/spells/Spells/Level 1/Object Reading.md new file mode 100644 index 000000000..2348c424d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Object Reading.md @@ -0,0 +1,40 @@ +--- +name: Object Reading +alias: Object Reading +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 1 +school: divination +type: utility +traditions: [occult] +deities: Cosmic Caravan +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +target: 1 object +source: "Pathfinder Advanced Player's Guide" +traits: + - common + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target` +*** +You place a hand on an object to learn a piece of information about an emotional event that occurred involving the object within the past week, determined by the GM. If you cast object reading on the same item multiple times, you can either concentrate on a single event to gain additional pieces of information about that event, or you can gain a piece of information about another emotional event in the applicable time frame. +**Heightened (2nd)** You can learn about an event that occurred within the last month. +**Heightened (4th)** You can learn about an event that occurred within the last year. +**Heightened (6th)** You can learn about an event that occurred within the last decade. +**Heightened (8th)** You can learn about an event that occurred within the last century. +**Heightened (9th)** You can learn about an event that occurred within the entirety of the object's history. diff --git a/content/mechanics/spells/Spells/Level 1/Pass Without Trace.md b/content/mechanics/spells/Spells/Level 1/Pass Without Trace.md new file mode 100644 index 000000000..956d39e32 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Pass Without Trace.md @@ -0,0 +1,37 @@ +--- +name: Pass Without Trace +alias: Pass Without Trace +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 1 +school: abjuration +type: save +traditions: [primal] +deities: Kalekot, Ketephys, Ng, Tanagaar +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**Heightened (2nd)** The duration increases to 8 hours. +**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. diff --git a/content/mechanics/spells/Spells/Level 1/Penumbral Shroud.md b/content/mechanics/spells/Spells/Level 1/Penumbral Shroud.md new file mode 100644 index 000000000..5629cce27 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Penumbral Shroud.md @@ -0,0 +1,45 @@ +--- +name: Penumbral Shroud +alias: Penumbral Shroud +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: evocation +type: save +traditions: [arcane, occult] +deities: Black Butterfly, Count Ranalc, Kerkamoth, Nocticula, Set, Thamir +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 10 minutes +save: reflex +basic: false +traits: + - common + - darkness + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==darkness== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You envelop the target in a shroud of shadow. The target perceives light as one step lower than it actually is (bright light becomes dim light, for example), affecting their ability to sense creatures and objects accordingly. The shroud also provides the target a +1 status bonus to saving throws against light effects. While this effect is helpful to creatures sensitive to light, if the creature is unwilling, it can attempt a Reflex save to avoid the shroud and reduce the effect. +**Critical Success** The target is unaffected. +**Success** The effect lasts for 1 round. +**Failure** The effect lasts its normal duration. diff --git a/content/mechanics/spells/Spells/Level 1/Personal Rain Cloud.md b/content/mechanics/spells/Spells/Level 1/Personal Rain Cloud.md new file mode 100644 index 000000000..12ba91fb5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Personal Rain Cloud.md @@ -0,0 +1,41 @@ +--- +name: Personal Rain Cloud +alias: Personal Rain Cloud +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder #151: The Show Must Go On" +duration: 1 minute +save: reflex +basic: false +traits: + - uncommon + - water + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You conjure a 5-foot-wide rain cloud that follows the target wherever it goes. It stays roughly an arm's length overhead, unless it must drift lower to fit under a ceiling. The cloud rains constantly on the target, keeping it wet and dampening the ground in the wake of any movement. The rain extinguishes non-magical flames. The target gains fire resistance 2. Creatures with weakness to water take damage equal to their weakness at the end of each of their turns. Creatures can attempt a Reflex save to avoid the cloud. +**Heightened (+1)** The amount of fire resistance increases by 2. diff --git a/content/mechanics/spells/Spells/Level 1/Pest Form.md b/content/mechanics/spells/Spells/Level 1/Pest Form.md new file mode 100644 index 000000000..248993b21 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Pest Form.md @@ -0,0 +1,48 @@ +--- +name: Pest Form +alias: Pest Form +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: transmutation +type: utility +traditions: [arcane, primal] +deities: Bastet, Daikitsu, Grandmother Spider +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You transform into 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, and you can't make Strikes. You can Dismiss the spell. + +You gain the following statistics and abilities: + +AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. +Speed 20 feet. +Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) +Low-light vision and imprecise scent 30 feet. +Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier -4. + + +**Heightened (4th)** You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet. diff --git a/content/mechanics/spells/Spells/Level 1/Pet Cache.md b/content/mechanics/spells/Spells/Level 1/Pet Cache.md new file mode 100644 index 000000000..e8f3d0d34 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Pet Cache.md @@ -0,0 +1,43 @@ +--- +name: Pet Cache +alias: Pet Cache +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: conjuration +type: utility +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: touch +target: 1 willing creature that is your animal companion or familiar +source: "Pathfinder Advanced Player's Guide" +duration: 8 hours +traits: + - common + - extradimensional + - conjuration +components: + - somatic +--- +# `=this.name` +==extradimensional== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration. + +You can Dismissthe spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered). \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Phantom Pain.md b/content/mechanics/spells/Spells/Level 1/Phantom Pain.md new file mode 100644 index 000000000..e3554a718 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Phantom Pain.md @@ -0,0 +1,51 @@ +--- +name: Phantom Pain +alias: Phantom Pain +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 1 +school: illusion +type: save +traditions: [occult] +deities: Diomazul, Doloras, Groetus, Shax, Stag Mother of the Forest of Stones, The Godclaw, Vildeis, Zon-Kuthon +lesson: lesson of vengeance +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: will +basic: false +traits: + - common + - mental + - nonlethal + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==nonlethal== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Lesson** `=this.lesson` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent Mental damage. The target must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** The target takes full initial damage but no [[Persistent Mental Damage]], and the spell ends immediately. +**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. +**Critical Failure** As failure, but the target is [[Sickened]] 2. + + +**Heightened (+1)** The damage increases by 2d4 and the Persistent Damage by 1d4. diff --git a/content/mechanics/spells/Spells/Level 1/Pocket Library.md b/content/mechanics/spells/Spells/Level 1/Pocket Library.md new file mode 100644 index 000000000..ebbd9960b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Pocket Library.md @@ -0,0 +1,42 @@ +--- +name: Pocket Library +alias: Pocket Library +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: divination +type: utility +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 24 hours +traits: + - common + - extradimensional + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==extradimensional== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You collect information from the world's libraries about a particular subject and store it in an extradimensional library. When you Cast this Spell, choose any skill in which you are at least trained that has the Recall Knowledge action. + +During the duration of this spell, you can call forth a tome from the extradimensional library when attempting a Recall Knowledge check using your chosen skill. This is part of the action to Recall Knowledge. You must have a hand free to do so. The tome appears in your hand, open to an appropriate page. This grants you a +1 status bonus on the Recall Knowledge check. If you roll a critical failure on this check, you get a failure instead. If the roll is successful and the subject is a creature, you gain additional information or context about the creature. Once you reference a book from your pocket library, the spell ends. +**Heightened (3rd)** The status bonus increases to +2 and you can reference your pocket library twice before the spell ends. +**Heightened (6th)** The status bonus increases to +3 you can reference your pocket library three times before the spell ends. +**Heightened (9th)** The status bonus increases to +4 and you can reference your pocket library four times before the spell ends. + diff --git a/content/mechanics/spells/Spells/Level 1/Protection.md b/content/mechanics/spells/Spells/Level 1/Protection.md new file mode 100644 index 000000000..cbc28aac7 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Protection.md @@ -0,0 +1,39 @@ +--- +name: Protection +alias: Protection +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: abjuration +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - uncommon + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Protector Tree.md b/content/mechanics/spells/Spells/Level 1/Protector Tree.md new file mode 100644 index 000000000..603a2f143 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Protector Tree.md @@ -0,0 +1,37 @@ +--- +name: Protector Tree +alias: Protector Tree +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 1 +school: conjuration +type: utility +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - plant + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==plant== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +A Medium tree suddenly grows in an unoccupied square within range. The tree has AC 10 and 10 Hit Points. Whenever an ally adjacent to the tree is hit by a Strike, the tree interposes its branches and takes the damage first. Any additional damage beyond what it takes to reduce the tree to 0 Hit Points is dealt to the original target. The tree isn't large enough to impede movement through its square. If the tree is in soil and survives to the end of the spell's duration, it remains as an ordinary, non-magical tree, and continues to grow and thrive. The GM might determine that the tree disappears immediately in certain inhospitable situations. +**Heightened (+1)** The tree has an additional 10 Hit Points. diff --git a/content/mechanics/spells/Spells/Level 1/Pummeling Rubble.md b/content/mechanics/spells/Spells/Level 1/Pummeling Rubble.md new file mode 100644 index 000000000..25f571f24 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Pummeling Rubble.md @@ -0,0 +1,47 @@ +--- +name: Pummeling Rubble +alias: Pummeling Rubble +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 15-foot cone +source: "Pathfinder Advanced Player's Guide" +save: reflex +basic: false +traits: + - common + - earth + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==earth== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is pushed 5 feet away from you. +**Critical Failure** The creature takes double damage and is pushed 10 feet away from you. + + +**Heightened (+1)** Increase the damage by 2d4. diff --git a/content/Mechanics/Spells/Spells/Level 1/Purify Food and Drink.md b/content/mechanics/spells/Spells/Level 1/Purify Food and Drink.md similarity index 57% rename from content/Mechanics/Spells/Spells/Level 1/Purify Food and Drink.md rename to content/mechanics/spells/Spells/Level 1/Purify Food and Drink.md index 73333d34b..97f7a8d79 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Purify Food and Drink.md +++ b/content/mechanics/spells/Spells/Level 1/Purify Food and Drink.md @@ -23,16 +23,13 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Purifying Icicle.md b/content/mechanics/spells/Spells/Level 1/Purifying Icicle.md new file mode 100644 index 000000000..3a3f6257c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Purifying Icicle.md @@ -0,0 +1,40 @@ +--- +name: Purifying Icicle +alias: Purifying Icicle +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 1 +school: evocation +type: attack +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +traits: + - uncommon + - cold + - positive + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==cold== | ==positive== | ==evocation== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You evoke life essence into the form of water and freeze it, then launch the icicle at a foe. Make a spell attack roll. On a success, the icicle deals 2d6 piercing damage and 1d6 cold damage, and if the target is undead, the icicle deals an additional 1d4 positive damage. On a critical success, the target takes double damage and takes a -10-foot circumstance penalty to its Speeds for 1 round as the icicle lodges inside them before melting away. +**Heightened (+1)** The piercing damage and cold damage each increase by 1d6. The positive damage increases by 1d4. diff --git a/content/mechanics/spells/Spells/Level 1/Putrefy Food and Drink.md b/content/mechanics/spells/Spells/Level 1/Putrefy Food and Drink.md new file mode 100644 index 000000000..f045b560e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Putrefy Food and Drink.md @@ -0,0 +1,37 @@ +--- +name: Putrefy Food and Drink +alias: Putrefy Food and Drink +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 1 +school: necromancy +type: utility +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 cubic foot of clean food or water +source: "Pathfinder #158: Sixty Feet Under" +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You cause otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy Water, Unholy Water, and similar food and drink of significance are spoiled by this spell, unless they are associated with a deity of decay or putrefaction, but it has no effect on creatures of any type, potions, or alchemical elixirs. One cubic foot of liquid is roughly 8 gallons. +**Heightened (2nd)** You can target an alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir spoils and becomes a mundane item. +**Heightened (3rd)** You can target a potion or alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir or potion spoils and becomes a mundane item. diff --git a/content/mechanics/spells/Spells/Level 1/Quick Sort.md b/content/mechanics/spells/Spells/Level 1/Quick Sort.md new file mode 100644 index 000000000..2b0e558c1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Quick Sort.md @@ -0,0 +1,42 @@ +--- +name: Quick Sort +alias: Quick Sort +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: transmutation +type: utility +traditions: [arcane, divine, occult, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 10 feet +target: up to 200 unattended objects in range, each of light Bulk or less +source: "Pathfinder Secrets of Magic" +duration: up to 1 minute +traits: + - common + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You magically sort a group of objects into neat stacks or piles. You can sort the objects in two different ways. The first option is to separate them into different piles depending on an easily observed factor, such as color or shape. Alternatively, you can sort the objects into ordered stacks depending on a clearly indicated notation, such as a page number, title, or date. The objects sort themselves throughout the duration, though it takes less time per object to sort a smaller number of objects, down to a single round for 30 or fewer objects. +**Heightened (3rd)** The spell can sort up to 400 objects in a minute, or 60 objects in a round. +**Heightened (5th)** The spell can sort up to 800 objects in a minute, or 120 objects in a round. diff --git a/content/mechanics/spells/Spells/Level 1/Ray of Enfeeblement.md b/content/mechanics/spells/Spells/Level 1/Ray of Enfeeblement.md new file mode 100644 index 000000000..a00406c89 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Ray of Enfeeblement.md @@ -0,0 +1,45 @@ +--- +name: Ray of Enfeeblement +alias: Ray of Enfeeblement +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: necromancy +type: attack +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: fortitude +basic: false +traits: + - common + - attack + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +A ray that saps 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 to determine the spell's effect. If your attack roll is a critical success, use the outcome for one degree of success worse than the result of its save. +**Critical Success** The target is unaffected. +**Success** The target becomes [[Enfeebled]] 1. +**Failure** The target becomes [[Enfeebled]] 2. +**Critical Failure** The target becomes [[Enfeebled]] 3. diff --git a/content/mechanics/spells/Spells/Level 1/Restyle.md b/content/mechanics/spells/Spells/Level 1/Restyle.md new file mode 100644 index 000000000..7d01c5748 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Restyle.md @@ -0,0 +1,40 @@ +--- +name: Restyle +alias: Restyle +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: transmutation +type: utility +traditions: [arcane, divine, occult, primal] +time: 1 minute +pf2etime: "" +range: touch +target: 1 piece of clothing currently worn by you or an ally +source: "Pathfinder Secrets of Magic" +duration: unlimited +traits: + - common + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You permanently change the appearance of one piece of clothing currently worn by you or an ally to better fit your aesthetic sensibilities. You can change its color, texture, pattern, and other minor parts of its design, but the changes can't alter the clothing's overall shape, size, or purpose. The changes can't increase the quality of the craftsmanship or artistry of the piece of clothing, but particularly gauche choices for the new color and pattern might decrease its aesthetic appeal. This spell transforms existing materials into the desired appearance and never alters the material or creates more material than what's originally part of the object. The object's statistics also remain unchanged. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Sanctuary.md b/content/mechanics/spells/Spells/Level 1/Sanctuary.md new file mode 100644 index 000000000..d2a74b0d2 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Sanctuary.md @@ -0,0 +1,40 @@ +--- +name: Sanctuary +alias: Sanctuary +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: abjuration +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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.**Critical Success** Sanctuary ends. +**Success** The creature can attempt its attack and any other attacks against the target this turn. +**Failure** The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn. +**Critical Failure** The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration. diff --git a/content/mechanics/spells/Spells/Level 1/Schadenfreude.md b/content/mechanics/spells/Spells/Level 1/Schadenfreude.md new file mode 100644 index 000000000..30fac7f4e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Schadenfreude.md @@ -0,0 +1,45 @@ +--- +name: Schadenfreude +alias: Schadenfreude +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: enchantment +type: save +traditions: [arcane, divine, occult] +time: reaction +pf2etime: "*⬲{ .Pathfinder }*" +trigger: You critically fail a saving throw against a foe's effect. +range: 30 feet +target: the triggering foe +source: "Pathfinder Secrets of Magic" +save: will +basic: false +traits: + - common + - emotion + - mental + - enchantment +components: + - verbal +--- +# `=this.name` +==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You distract your enemy with their feeling of smug pleasure when you fail catastrophically. They must attempt a Will save. +**Critical Success** The creature is unaffected. +**Success** The creature is distracted by its amusement and takes a -1 status penalty on Perception checks and Will saves for 1 round. +**Failure** The creature is overcome by its amusement and is [[Stupefied]] 1 for 1 round. +**Critical Failure** The creature is lost in its amusement and is [[Stupefied]] 2 for 1 round and [[Stunned]] 1. diff --git a/content/mechanics/spells/Spells/Level 1/Scorching Blast.md b/content/mechanics/spells/Spells/Level 1/Scorching Blast.md new file mode 100644 index 000000000..e972ef6f0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Scorching Blast.md @@ -0,0 +1,36 @@ +--- +name: Scorching Blast +alias: Scorching Blast +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: evocation +type: attack +traditions: [arcane, occult, primal] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +source: "Pathfinder Kingmaker" +duration: until the end of your turn +traits: + - rare + - fire + - evocation +components: + - somatic +--- +# `=this.name` +==rare== | ==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You evoke a mass of fire into the air around your outstretched fist. For the remainder of your turn, you can blast targets within 30 feet with this fire by spending a single action which has the attack and concentrate traits. When you do so, attempt a ranged spell attack roll. If you hit, you inflict 2d8 fire damage. On a critical hit, the target takes 1d6 persistent fire damage. +**Heightened (+1)** The base damage increases by 1d8 and the persistent fire damage on a critical hit increases by 2. diff --git a/content/mechanics/spells/Spells/Level 1/Scouring Sand.md b/content/mechanics/spells/Spells/Level 1/Scouring Sand.md new file mode 100644 index 000000000..2dec5df78 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Scouring Sand.md @@ -0,0 +1,47 @@ +--- +name: Scouring Sand +alias: Scouring Sand +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 10-foot burst +source: "Pathfinder #151: The Show Must Go On" +duration: sustained for up to 1 minute +save: reflex +basic: false +traits: + - uncommon + - earth + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==earth== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You blast the area with grit that scours away soil and gets into creatures' eyes. For the duration of the spell, any plant-based difficult terrain smaller than a tree becomes loose, allowing each 5-foot square of it to be cleared with a single Interact action. In addition, scouring sand attempts to counteract [[Entangle]] and other effects that create or manipulate plant-based terrain in its area. Successfully counteracting an effect removes only the portion of its area that overlaps with scouring sand's area. After one such attempt, the effect is temporarily immune to scouring sand's counteract for 24 hours. Each creature in the area when you Cast this Spell or that ends its turn in the area must attempt a Reflex save. +**Success** The creature is unaffected. +**Failure** The creature is [[Dazzled]] for 1 minute or until it uses an Interact action to get the sand out of its eyes. +**Critical Failure** As failure, but the creature is also [[Blinded]] for its next action. + + +**Heightened (3rd)** Once per round when you Sustain the Spell, you can move the center of the burst to a spot within range. +**Heightened (6th)** As the 3rd-level version, except the range is 120 feet and the area is a 20-foot burst. diff --git a/content/mechanics/spells/Spells/Level 1/Seashell of Stolen Sound.md b/content/mechanics/spells/Spells/Level 1/Seashell of Stolen Sound.md new file mode 100644 index 000000000..63abe60da --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Seashell of Stolen Sound.md @@ -0,0 +1,45 @@ +--- +name: Seashell of Stolen Sound +alias: Seashell of Stolen Sound +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: divination +type: utility +traditions: [arcane, occult, primal] +time: reaction +pf2etime: "*⬲{ .Pathfinder }*" +trigger: A creature within range begins to make a sound. +range: 30 feet +source: "Pathfinder Secrets of Magic" +duration: until your next daily preparations +cost: An unbroken seashell (not consumed) +traits: + - common + - sonic + - divination +components: + - focus + - verbal +--- +# `=this.name` +==sonic== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range` +**Duration** `=this.duration` +**Cost** `=this.cost` +*** +You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you Cast the Spell, magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell. + +You or another creature can then play the sound back from the seashell during the spell's duration by Interacting with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends. + +As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special auditory or sonic effects of the sound. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Share Lore.md b/content/mechanics/spells/Spells/Level 1/Share Lore.md new file mode 100644 index 000000000..d6cae5cf0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Share Lore.md @@ -0,0 +1,40 @@ +--- +name: Share Lore +alias: Share Lore +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: divination +type: utility +traditions: [arcane, occult] +deities: Abraxas, Gruhastha, Matravash, Mazludeh, Saloc, The Endless Road, The Enlightened Scholar's Path, Winlas, Zohls +time: 1 minute +pf2etime: "" +range: touch +target: up to 3 creatures +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 10 minutes +traits: + - common + - mental + - divination +components: +--- +# `=this.name` +==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You share your knowledge with the touched creatures. Choose one Lore skill in which you are trained. The targets become trained in that Lore skill for the duration of the spell. +**Heightened (3rd)** The duration of the spell is 1 hour and you can target up to five creatures. +**Heightened (5th)** The duration of the spell is 8 hours, you can target up to five creatures, and you can share up to two Lore skills in which you are trained. diff --git a/content/mechanics/spells/Spells/Level 1/Shattering Gem.md b/content/mechanics/spells/Spells/Level 1/Shattering Gem.md new file mode 100644 index 000000000..1a9be3c9e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Shattering Gem.md @@ -0,0 +1,45 @@ +--- +name: Shattering Gem +alias: Shattering Gem +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: abjuration +type: save +traditions: [arcane, primal] +deities: Ashukharma, Mammon, Sairazul, Yuelral +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 minute +save: reflex +basic: true +traits: + - common + - earth + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==earth== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +A large gem floats around the target in an erratic pattern. The gem has 5 Hit Points. Each time a creature Strikes the target, the target attempts a DC 11 Flat check. On a success, the gem blocks the attack, so the attack first damages the gem and then applies any remaining damage to the target. If the gem is reduced to 0 Hit Points, it shatters, immediately dealing the creature that destroyed it 1d8 slashing damage (basic Reflex save), as long as that creature is within 10 feet of the target. +**Heightened (+1)** The gem has 5 additional HP, and the damage dealt by its detonation increases by 1d8. diff --git a/content/Mechanics/Spells/Spells/Level 1/Shillelagh.md b/content/mechanics/spells/Spells/Level 1/Shillelagh.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 1/Shillelagh.md rename to content/mechanics/spells/Spells/Level 1/Shillelagh.md index 724972c6f..39160856b 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Shillelagh.md +++ b/content/mechanics/spells/Spells/Level 1/Shillelagh.md @@ -25,18 +25,15 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==plant== | ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Shocking Grasp.md b/content/mechanics/spells/Spells/Level 1/Shocking Grasp.md new file mode 100644 index 000000000..74ec307c8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Shocking Grasp.md @@ -0,0 +1,38 @@ +--- +name: Shocking Grasp +alias: Shocking Grasp +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: attack +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - attack + - electricity + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==electricity== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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]]. +**Heightened (+1)** The damage increases by 1d12, and the persistent electricity damage increases by 1. diff --git a/content/mechanics/spells/Spells/Level 1/Shockwave.md b/content/mechanics/spells/Spells/Level 1/Shockwave.md new file mode 100644 index 000000000..5dd8653b1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Shockwave.md @@ -0,0 +1,49 @@ +--- +name: Shockwave +alias: Shockwave +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: save +traditions: [arcane, primal] +deities: Ayrzul, Ragdya, Yamatsumi +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 15-foot cone +source: "Pathfinder Lost Omens: Gods & Magic" +save: reflex +basic: false +traits: + - common + - earth + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==earth== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +You create a wave of energy that ripples through the earth. Terrestrial creatures in the affected area must attempt a Reflex save to avoid stumbling as the shockwave shakes the ground. +**Critical Success** The creature is unaffected. +**Success** The creature is [[Flat-Footed]] until the start of its next turn. +**Failure** The creature falls [[Prone]]. +**Critical Failure** As failure, plus the creature takes 1d6 damage. + + +**Heightened (+1)** The area increases by 5 feet (to a 20-foot cone at 2nd level, and so on). diff --git a/content/mechanics/spells/Spells/Level 1/Sleep.md b/content/mechanics/spells/Spells/Level 1/Sleep.md new file mode 100644 index 000000000..1acd25afd --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Sleep.md @@ -0,0 +1,54 @@ +--- +name: Sleep +alias: Sleep +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Bes, Desna, Kitumu, Lady Jingxi, Luhar, The Prismatic Ray +theme: night +lesson: lesson of dreams +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +area: 5-foot burst +source: "Pathfinder Core Rulebook" +save: will +basic: false +traits: + - common + - incapacitation + - mental + - sleep + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==mental== | ==sleep== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Patron Theme** `=this.theme` +**Lesson** `=this.lesson` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The creature is unaffected. +**Success** The creature takes a -1 status penalty to Perception checks for 1 round. +**Failure** The creature falls Unconscious. If it's still Unconscious after 1 minute, it wakes up automatically. +**Critical Failure** The creature falls Unconscious. If it's still Unconscious after 1 hour, it wakes up automatically. + + +**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. diff --git a/content/mechanics/spells/Spells/Level 1/Snowball.md b/content/mechanics/spells/Spells/Level 1/Snowball.md new file mode 100644 index 000000000..5d4444ca2 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Snowball.md @@ -0,0 +1,46 @@ +--- +name: Snowball +alias: Snowball +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: evocation +type: attack +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Lost Omens: World Guide" +traits: + - common + - attack + - water + - cold + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==water== | ==cold== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You throw a magically propelled and chilled ball of dense snow. The target takes 2d4 cold damage and potentially other effects, depending on the result of your spell attack roll. +**Critical Success** The target takes double damage and a -10-foot status penalty to its Speeds for 1 round. +**Success** The target takes full damage and a -5-foot status penalty to its Speeds for 1 round. +**Failure** No effect. + + +**Heightened (+1)** The damage increases by 2d4. diff --git a/content/Mechanics/Spells/Spells/Level 1/Soothe.md b/content/mechanics/spells/Spells/Level 1/Soothe.md similarity index 58% rename from content/Mechanics/Spells/Spells/Level 1/Soothe.md rename to content/mechanics/spells/Spells/Level 1/Soothe.md index 657d21f89..32ca9eda7 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Soothe.md +++ b/content/mechanics/spells/Spells/Level 1/Soothe.md @@ -27,20 +27,16 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (+1)** The amount of healing increases by 1d10+4. --- # `=this.name` ==emotion== | ==healing== | ==mental== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (+1)** The amount of healing increases by 1d10+4. diff --git a/content/mechanics/spells/Spells/Level 1/Spider Sting.md b/content/mechanics/spells/Spells/Level 1/Spider Sting.md new file mode 100644 index 000000000..4251ae5ba --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Spider Sting.md @@ -0,0 +1,52 @@ +--- +name: Spider Sting +alias: Spider Sting +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: necromancy +type: save +traditions: [arcane, primal] +bloodline: aberrant +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - poison + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==poison== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The target is unaffected. +**Success** The target takes 1d4 poison damage. +**Failure** The target is afflicted with spider venom at stage 1. +**Critical Failure** The target is afflicted with spider venom at stage 2. + + + +**Spider Venom (poison) Level 1** +Maximum Duration 4 rounds. +Stage 1 1d4 poison damage and [[Enfeebled]] 1 (1 round) +Stage 2 1d4 poison damage and [[Enfeebled]] 2 (1 round). diff --git a/content/mechanics/spells/Spells/Level 1/Spirit Link.md b/content/mechanics/spells/Spells/Level 1/Spirit Link.md new file mode 100644 index 000000000..7d988c4f0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Spirit Link.md @@ -0,0 +1,43 @@ +--- +name: Spirit Link +alias: Spirit Link +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: necromancy +type: heal +traditions: [divine, occult] +lesson: lesson of life +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 willing creature +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - healing + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==healing== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Lesson** `=this.lesson` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You form a spiritual link with another creature, taking 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. +**Heightened (+1)** The number of Hit Points transferred each time increases by 2. diff --git a/content/mechanics/spells/Spells/Level 1/Summon Animal.md b/content/mechanics/spells/Spells/Level 1/Summon Animal.md new file mode 100644 index 000000000..a71494f03 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Summon Animal.md @@ -0,0 +1,48 @@ +--- +name: Summon Animal +alias: Summon Animal +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: conjuration +type: utility +traditions: [arcane, primal] +deities: Baphomet, Chamidu, Lao Shu Po +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is -1, such as those found in Pathfinder Bestiary volumes. Heightening the spell increases the maximum level of creature you can summon. +**Heightened (2nd)** Level 1 +**Heightened (3rd)** Level 2 +**Heightened (4th)** Level 3 +**Heightened (5th)** Level 5 +**Heightened (6th)** Level 7 +**Heightened (7th)** Level 9 +**Heightened (8th)** Level 11 +**Heightened (9th)** Level 13 +**Heightened (10th)** Level 15 diff --git a/content/mechanics/spells/Spells/Level 1/Summon Construct.md b/content/mechanics/spells/Spells/Level 1/Summon Construct.md new file mode 100644 index 000000000..c2dde6bd5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Summon Construct.md @@ -0,0 +1,47 @@ +--- +name: Summon Construct +alias: Summon Construct +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane +level: 1 +school: conjuration +type: utility +traditions: [arcane] +deities: Soralyon +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (2nd)** Level 1 +**Heightened (3rd)** Level 2 +**Heightened (4th)** Level 3 +**Heightened (5th)** Level 5 +**Heightened (6th)** Level 7 +**Heightened (7th)** Level 9 +**Heightened (8th)** Level 11 +**Heightened (9th)** Level 13 +**Heightened (10th)** Level 15 diff --git a/content/mechanics/spells/Spells/Level 1/Summon Fey.md b/content/mechanics/spells/Spells/Level 1/Summon Fey.md new file mode 100644 index 000000000..ab987fb26 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Summon Fey.md @@ -0,0 +1,48 @@ +--- +name: Summon Fey +alias: Summon Fey +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: conjuration +type: utility +traditions: [occult, primal] +deities: Gendowyn +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (2nd)** Level 1 +**Heightened (3rd)** Level 2 +**Heightened (4th)** Level 3 +**Heightened (5th)** Level 5 +**Heightened (6th)** Level 7 +**Heightened (7th)** Level 9 +**Heightened (8th)** Level 11 +**Heightened (9th)** Level 13 +**Heightened (10th)** Level 15 diff --git a/content/mechanics/spells/Spells/Level 1/Summon Lesser Servitor.md b/content/mechanics/spells/Spells/Level 1/Summon Lesser Servitor.md new file mode 100644 index 000000000..a3958b7da --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Summon Lesser Servitor.md @@ -0,0 +1,43 @@ +--- +name: Summon Lesser Servitor +alias: Summon Lesser Servitor +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 1 +school: conjuration +type: utility +traditions: [divine] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +While deities jealously guard their most powerful servants from the summoning spells of those who aren't steeped in the faith, this spell allows you to conjure an inhabitant of the Outer Sphere with or without the deity's permission. + +You summon a celestial, monitor, or fiend whose level is -1 to fight on your behalf. Alternatively, you can choose a magical animal from the Outer Sphere as your lesser servitor. This animal is your choice of an [[Eagle]], [[Guard Dog]], or [[Raven]]. It gains the alignment matching your deity (or you, if you don't have a deity) and has the following trait depending on the alignment it gained: celestial for lawful, monitor for neutral, or fiend for evil. You can't summon a creature if it is opposed to your deity's alignment on either axis (or opposed to your alignment if you don't follow a deity). For example, if you deity is lawful good, you can't summon a chaotic or evil creature. The GM might determine that deities restrict specific types of creatures even if their alignments aren't diametrically opposed. For example, Pharasma would restrict the summoning of sahkils. + +Heightening the spell increases the maximum level of creature you can summon and might add additional animal servitors, which otherwise work like the eagle, guard dog, and raven. +**Heightened (2nd)** Level 1. +**Heightened (3rd)** Level 2. You can summon a [[Black Bear]], [[Giant Bat]], or [[Leopard]]. +**Heightened (4th)** Level 3. You can summon a [[Great White Shark]] or [[Tiger]]. diff --git a/content/Mechanics/Spells/Spells/Level 1/Summon Plant or Fungus.md b/content/mechanics/spells/Spells/Level 1/Summon Plant or Fungus.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 1/Summon Plant or Fungus.md rename to content/mechanics/spells/Spells/Level 1/Summon Plant or Fungus.md index 166d605d5..9472b1ec9 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Summon Plant or Fungus.md +++ b/content/mechanics/spells/Spells/Level 1/Summon Plant or Fungus.md @@ -25,29 +25,25 @@ components: - material - somatic - verbal -description: > - 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. - - **Heightened (2nd)** Level 1 - **Heightened (3rd)** Level 2 - **Heightened (4th)** Level 3 - **Heightened (5th)** Level 5 - **Heightened (6th)** Level 7 - **Heightened (7th)** Level 9 - **Heightened (8th)** Level 11 - **Heightened (9th)** Level 13 - **Heightened (10th)** Level 15 --- # `=this.name` ==conjuration== -*Source* `=this.source` -**Note** `=this.pfsnote` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - +*Source* `=this.source` +**Note** `=this.pfsnote` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (2nd)** Level 1 +**Heightened (3rd)** Level 2 +**Heightened (4th)** Level 3 +**Heightened (5th)** Level 5 +**Heightened (6th)** Level 7 +**Heightened (7th)** Level 9 +**Heightened (8th)** Level 11 +**Heightened (9th)** Level 13 +**Heightened (10th)** Level 15 diff --git a/content/Mechanics/Spells/Spells/Level 1/Sure Strike.md b/content/mechanics/spells/Spells/Level 1/Sure Strike.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 1/Sure Strike.md rename to content/mechanics/spells/Spells/Level 1/Sure Strike.md index 7c80c7ff2..75bb1a124 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Sure Strike.md +++ b/content/mechanics/spells/Spells/Level 1/Sure Strike.md @@ -25,19 +25,16 @@ traits: - divination components: - verbal -description: > - 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]]. --- # `=this.name` ==fortune== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Patron Theme** `=this.theme` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Patron Theme** `=this.theme` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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]]. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Swampcall.md b/content/mechanics/spells/Spells/Level 1/Swampcall.md new file mode 100644 index 000000000..ad282acf2 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Swampcall.md @@ -0,0 +1,45 @@ +--- +name: Swampcall +alias: Swampcall +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 1 +school: transmutation +type: save +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +area: 10-foot burst +source: "Pathfinder #171: Hurricane's Howl" +duration: 1 minute +save: reflex +basic: false +traits: + - uncommon + - earth + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==earth== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You call upon the spirits of the soil to twist and churn, transforming the terrain in the targeted area into a sodden mess. The area becomes difficult terrain. Creatures in the area when you Cast this Spell must attempt a Reflex saving throw. +**Success** The creature is unaffected. +**Failure** The creature sinks partially into the mud. The creature takes a -10-foot circumstance penalty to its Speeds (except for its swim Speed, if any) and becomes [[Flat-Footed]]. These effects last until the creature leaves the area or until the end of its next turn, whichever comes first. +**Critical Failure** As failure, but the penalty to Speeds (except Swim speed) is -15 feet. + + +**Heightened (3rd)** The range increases to 60 feet, and the area increases to a 20-foot burst. diff --git a/content/Mechanics/Spells/Spells/Level 1/Synchronize Steps.md b/content/mechanics/spells/Spells/Level 1/Synchronize Steps.md similarity index 52% rename from content/Mechanics/Spells/Spells/Level 1/Synchronize Steps.md rename to content/mechanics/spells/Spells/Level 1/Synchronize Steps.md index 904162c23..0a3aafed7 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Synchronize Steps.md +++ b/content/mechanics/spells/Spells/Level 1/Synchronize Steps.md @@ -25,20 +25,16 @@ traits: components: - somatic - verbal -description: > - You link the minds of two targets, enabling them to move in tandem. When one of the targets Steps, the other target can use a reaction to Step. When one of the targets Strides, the other target can use a reaction to Stride. - - **Heightened (5th)** The range increases to 60 feet, and you can target up to 10 willing creatures. --- # `=this.name` ==uncommon== | ==enchantment== -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You link the minds of two targets, enabling them to move in tandem. When one of the targets Steps, the other target can use a reaction to Step. When one of the targets Strides, the other target can use a reaction to Stride. +**Heightened (5th)** The range increases to 60 feet, and you can target up to 10 willing creatures. diff --git a/content/mechanics/spells/Spells/Level 1/Synchronize.md b/content/mechanics/spells/Spells/Level 1/Synchronize.md new file mode 100644 index 000000000..709a963ea --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Synchronize.md @@ -0,0 +1,40 @@ +--- +name: Synchronize +alias: Synchronize +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: divination +type: utility +traditions: [arcane, divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: up to 5 willing creatures +source: "Pathfinder Secrets of Magic" +duration: up to 24 hours +traits: + - common + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You harmlessly place your unique magic sigil, which is about 1 square inch in size, on your targets. When you Cast the Spell, you set the duration by choosing a time at which point the sigil flashes dimly three times. After that point, the spell ends. Even though spell durations aren't normally exact, the effects of synchronize are precise to the second. The timer is based on the place where the spell was cast, so entering a plane or area where time flows differently changes how the time elapses. +**Heightened (2nd)** The spell can target up to 20 willing creatures. diff --git a/content/Mechanics/Spells/Spells/Level 1/Tailwind.md b/content/mechanics/spells/Spells/Level 1/Tailwind.md similarity index 60% rename from content/Mechanics/Spells/Spells/Level 1/Tailwind.md rename to content/mechanics/spells/Spells/Level 1/Tailwind.md index 7c58c0ed9..48747ae0b 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Tailwind.md +++ b/content/mechanics/spells/Spells/Level 1/Tailwind.md @@ -26,18 +26,17 @@ traits: components: - somatic - verbal -description: | - You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed. - **Heightened (2nd)** The duration increases to 8 hours. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed. + + +**Heightened (2nd)** The duration increases to 8 hours. diff --git a/content/Mechanics/Spells/Spells/Level 1/Temporary Tool.md b/content/mechanics/spells/Spells/Level 1/Temporary Tool.md similarity index 57% rename from content/Mechanics/Spells/Spells/Level 1/Temporary Tool.md rename to content/mechanics/spells/Spells/Level 1/Temporary Tool.md index 6a42b0613..c43b4d23e 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Temporary Tool.md +++ b/content/mechanics/spells/Spells/Level 1/Temporary Tool.md @@ -21,18 +21,15 @@ traits: - common - conjuration components: -description: > - You conjure a temporary simple tool, such as a shovel or rope into your hands. It lasts until it is used for a single activity or for 1 minute, whichever comes first, after which it disappears. The tool is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item. --- # `=this.name` ==conjuration== -*Source* `=this.source` -**Note** `=this.pfsnote` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Note** `=this.pfsnote` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You conjure a temporary simple tool, such as a shovel or rope into your hands. It lasts until it is used for a single activity or for 1 minute, whichever comes first, after which it disappears. The tool is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Tether.md b/content/mechanics/spells/Spells/Level 1/Tether.md new file mode 100644 index 000000000..05dfbdf10 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Tether.md @@ -0,0 +1,48 @@ +--- +name: Tether +alias: Tether +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 1 +school: abjuration +type: save +traditions: [arcane, primal] +deities: Dispater +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 minute or until dismissed +save: reflex +basic: false +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You use magical chains, vines, or other tethers to bind your target to you. The creature can still try to Escape and it or others can break the tethers by attacking them (the tethers have AC 15 and 10 Hit Points). You must stay within 30 feet of the target while it is tethered; moving more than 30 feet away from your target ends the spell. The target must attempt a Reflex save. +**Critical Success** The target is unaffected. +**Success** The target takes a -5-foot circumstance penalty to its Speed as long as it is within 30 feet of you. +**Failure** The target takes a -10-foot circumstance penalty to its Speed and cannot move more than 30 feet away from you until it Escapes or the spell ends. +**Critical Failure** The target is [[Immobilized]] until it Escapes or the spell ends. + + +**Heightened (+1)** The tethers' AC increases by 3 and their Hit Points increase by 10. diff --git a/content/Mechanics/Spells/Spells/Level 1/Thicket of Knives.md b/content/mechanics/spells/Spells/Level 1/Thicket of Knives.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 1/Thicket of Knives.md rename to content/mechanics/spells/Spells/Level 1/Thicket of Knives.md index bd204d868..3a16c4171 100644 --- a/content/Mechanics/Spells/Spells/Level 1/Thicket of Knives.md +++ b/content/mechanics/spells/Spells/Level 1/Thicket of Knives.md @@ -23,16 +23,13 @@ traits: components: - somatic - verbal -description: > - You create numerous phantom copies of your weapon arm, hiding your true movements and rendering your attacks unpredictable. You gain a +2 status bonus to Deception checks. If you're untrained in Deception, you can use the Feint action anyway, and add your level as your proficiency bonus despite being untrained. --- # `=this.name` ==visual== | ==illusion== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You create numerous phantom copies of your weapon arm, hiding your true movements and rendering your attacks unpredictable. You gain a +2 status bonus to Deception checks. If you're untrained in Deception, you can use the Feint action anyway, and add your level as your proficiency bonus despite being untrained. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 1/Thoughtful Gift.md b/content/mechanics/spells/Spells/Level 1/Thoughtful Gift.md new file mode 100644 index 000000000..68b46f2ba --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Thoughtful Gift.md @@ -0,0 +1,38 @@ +--- +name: Thoughtful Gift +alias: Thoughtful Gift +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 1 +school: conjuration +type: utility +traditions: [arcane, divine, occult] +time: 1 (up to 3 if heightened) +pf2etime: "" +range: 120 feet +target: 1 willing creature +source: "Pathfinder Advanced Player's Guide" +traits: + - common + - teleportation + - conjuration +components: + - somatic +--- +# `=this.name` +==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You teleport one object of light or negligible Bulk held in your hand to the target. The object appears instantly in the target's hand, if they have a free hand, or at their feet if they don't. The target knows what object you are attempting to send them. If the target is [[Unconscious]] or refuses to accept your gift, or if the spell would teleport a creature (even if the creature is inside an extradimensional container), the spell fails. +**Heightened (3rd)** The spell's range increases to 500 feet. +**Heightened (5th)** As 3rd level, and the object's maximum Bulk increases to 1. You can Cast the Spell with 3 actions instead of 1; doing so increases the range to 1 mile and you don't need line of sight to the target, but you must be extremely familiar with the target. diff --git a/content/mechanics/spells/Spells/Level 1/Unseen Servant.md b/content/mechanics/spells/Spells/Level 1/Unseen Servant.md new file mode 100644 index 000000000..36e3fbdca --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Unseen Servant.md @@ -0,0 +1,57 @@ +--- +name: Unseen Servant +alias: Unseen Servant +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 1 +school: conjuration +type: utility +traditions: [arcane, occult] +deities: Anubis, Kols, Monad +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 60 feet +source: "Pathfinder Core Rulebook" +duration: sustained +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. + + +## Unseen Servant + +==[[No Alignment]]== ==[[Medium]]== ==[[Mindless]]== + +**Senses** Perception +0; darkvision +**Languages** (understands its creator) +**Skills** Stealth +8 +**Str** -4, **Dex** +2, **Con** +0, **Int** -5, **Wis** +0, **Cha** +0 +**Invisible** An unseen servant is invisible, though it normally doesnt Sneak, so it is usually only hidden. + + +**Saves** _AC_ 13; _Fort_ +0, _Ref_ +4, _Will_ +0 +**HP** 4; Immunities disease, mental, non-magical attacks, paralysis, poison, precision, unconscious ; Resistances all damage 5 (except force or ghost touch) +**Speed** fly 30 feet +**Force Body** An unseen servants physical body is made of force. It cant 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 cant pass through solid objects. + diff --git a/content/mechanics/spells/Spells/Level 1/Ventriloquism.md b/content/mechanics/spells/Spells/Level 1/Ventriloquism.md new file mode 100644 index 000000000..5937b504d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Ventriloquism.md @@ -0,0 +1,40 @@ +--- +name: Ventriloquism +alias: Ventriloquism +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 1 +school: illusion +type: utility +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - auditory + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**Heightened (2nd)** 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. diff --git a/content/mechanics/spells/Spells/Level 1/Verdant Sprout.md b/content/mechanics/spells/Spells/Level 1/Verdant Sprout.md new file mode 100644 index 000000000..96eef04f3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Verdant Sprout.md @@ -0,0 +1,36 @@ +--- +name: Verdant Sprout +alias: Verdant Sprout +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 1 +school: conjuration +type: utility +traditions: [primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder #151: The Show Must Go On" +traits: + - uncommon + - plant + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==plant== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +*** +You imbue a single ordinary, inexpensive plant seed with primal energy and throw it onto a surface, where it gradually sprouts into a Medium plant. After 10 minutes, the plant is sturdy enough to provide standard cover, and its space is difficult terrain. The plant is laden with nutritious nuts or fruit sufficient to feed one Medium creature for a day. The plant has AC 10, Hardness 5, and 20 Hit Points. +**Heightened (+1)** You throw an additional seed, which grows into an additional plant within range. diff --git a/content/mechanics/spells/Spells/Level 1/Verminous Lure.md b/content/mechanics/spells/Spells/Level 1/Verminous Lure.md new file mode 100644 index 000000000..2eb69e3a2 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 1/Verminous Lure.md @@ -0,0 +1,41 @@ +--- +name: Verminous Lure +alias: Verminous Lure +tags: + - pf2e/spell + - pf2e/spell/level_1 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 1 +school: transmutation +type: save +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature or object +source: "Pathfinder #169: Kindled Magic" +duration: 10 minutes +save: will +basic: false +traits: + - uncommon + - olfactory + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==olfactory== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Upon casting, the target emits a musk that's captivating to certain animals. Tiny animals and animal swarms of any size within range must attempt a Will save. On a failure, non-hostile animals or animal swarms try to touch the target. If hostile, such creatures choose to attack the target instead of other foes, if able to do so without spending additional actions or exposing themselves to additional danger. + +Verminous lure doesn't change animals' attitudes towards the target and is easily overridden by more direct control, such as the Command an Animal action. Animals with imprecise sense can use their scent as a precise sense against the target. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 10/Alter Reality.md b/content/mechanics/spells/Spells/Level 10/Alter Reality.md new file mode 100644 index 000000000..a3954bbf0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Alter Reality.md @@ -0,0 +1,41 @@ +--- +name: Alter Reality +alias: Alter Reality +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 10 +school: divination +type: utility +traditions: [occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +traits: + - common + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +*** +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 to which you have access. + +Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. +Produce any effect whose power is in line with the above. +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 10/Avatar.md b/content/mechanics/spells/Spells/Level 10/Avatar.md new file mode 100644 index 000000000..f3251a506 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Avatar.md @@ -0,0 +1,141 @@ +--- +name: Avatar +alias: Avatar +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 10 +school: transmutation +type: utility +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. You gain the following statistics and abilities regardless of which deity's battle form you assume: + + +AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. +30 temporary Hit Points. +Darkvision. +One or more attacks specific to your deity's battle form, which are the only attacks you can Strike with. 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. +Athletics modifier of +35, unless your own is higher. + +You also gain the specific abilities listed for your deity below: +**Abadar** +Speed 50 feet, burrow Speed 30 feet, immune to [[Immobilized]]; +Ranged a crossbow (range increment 120 feet, [[reload]] 1), Damage 6d10+3 piercing. + +**Achaekek** +Speed 70 feet, climb Speed 50 feet, ignore difficult terrain and greater difficult terrain; +Melee a mantis claw ([[agile]], [[backswing]], [[finesse]], [[reach]] 15 feet, [[versatile]] P), Damage 6d8+6 slashing; +Ranged a spine volley (range 60 feet), Damage 6d6+3 piercing + +**Asmodeus** +Speed 70 feet, air walk; +Melee a mace ([[reach]] 15 feet), Damage 6d10+6 bludgeoning; +Ranged a hell fire (range 120 feet), Damage 6d6+3 fire. + +**Calistria** +Speed 30 feet, fly Speed 70 feet; +Melee a whip ([[disarm]], [[finesse]], [[nonlethal]], [[reach]] 20 feet), Damage 6d4+6 slashing; +Ranged a savored sting (range 60 feet), Damage 6d6+3 poison. + +**Cayden Cailean** +Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; +Melee a rapier ([[deadly]], [[reach]] 15 feet), Damage 6d6+6 piercing; +Ranged a ale splash (range 120 feet), Damage 6d6+3 poison. + +**Desna** +Speed 30 feet, fly Speed 70 feet; +Melee a starknife ([[agile]], [[deadly]], [[finesse]], [[reach]] 15 feet, [[silver]], [[thrown]] 60 feet), Damage 6d4+6 piercing; +Ranged a moonbeam (range 120 feet, [[silver]]), Damage 6d6+3 fire. + +**Erastil** +Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; +Ranged a longbow ([[deadly]] d8, range increment 150 feet), Damage 6d8+3 piercing. + +**Gorum** +Speed 70 feet, immune to [[Immobilized]]; +Melee a greatsword ([[versatile]] P, [[reach]] 15 feet), Damage 6d12+6 slashing. + +**Gozreh** +no land Speed, fly Speed 70 feet, swim Speed 70 feet, ignore difficult terrain and greater difficult terrain; +Melee a waves ([[reach]] 15 feet, [[shove]], [[thrown]] 20 feet), Damage 6d8+6 bludgeoning; +Ranged a wind ([[versatile]] [[electricity]], range 120 feet), Damage 6d6+3 bludgeoning. + +**Iomedae** +Speed 70 feet, air walk; shield (15 Hardness, can't be damaged); +Melee a longsword ([[versatile]] P, [[reach]] 15 feet), Damage 6d8+6 slashing. + +**Irori** +Speed 80 feet, air walk; +Melee a unfettered strike ([[agile]], [[versatile]] P or S, [[finesse]], [[reach]] 15 feet), Damage 6d8+6 bludgeoning; +Ranged a wind strike (range 60 feet), Damage 6d4+6 bludgeoning. + +**Lamashtu** +Speed 30 feet, fly Speed 70 feet; +Melee a falchion ([[forceful]], [[reach]] 15 feet), Damage 6d10+6 slashing; +Ranged a waters of Lamashtu (range 120 feet), Damage 6d6+3 poison. + +**Nethys** +Speed 70 feet, air walk; +Ranged a raw magic (range 120 feet; [[versatile]] cold, [[electricity]], or [[fire]]), Damage 6d6 force. + +**Norgorber** +Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; +Melee a shortsword ([[agile]], [[finesse]], [[versatile]] S, [[reach]] 15 feet), Damage 6d6+6 piercing; +Ranged a blackfinger toss (range 120 feet), Damage 6d6+3 poison. + +**Pharasma** +Speed 70 feet, air walk; +Melee a dagger ([[agile]], [[finesse]], [[reach]] 15 feet, [[thrown]] 40 feet), Damage 6d6+6 slashing; +Ranged a spiral blast (range 120 feet, damages only [[undead]]), Damage 6d8+3 positive. + +**Rovagug** +Speed 50 feet, burrow Speed 30 feet, immune to [[Immobilized]]; +Melee a jaws([[reach]] 15 feet), Damage 6d12+6 piercing; +Melee a leg ([[agile]], [[versatile]] P, [[reach]] 15 feet), Damage 6d8+6 bludgeoning. + +**Sarenrae** +Speed 30 feet, fly Speed 70 feet; +Melee a scimitar ([[forceful]], [[nonlethal]], [[reach]] 15 feet), Damage 6d6+6 slashing; +Ranged a everflame ([[nonlethal]], range 120 feet), Damage 6d6+3 fire. + +**Shelyn** +Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; +Melee a glaive ([[deadly]] d8, [[nonlethal]], [[reach]] 20 feet), Damage 6d8+6 slashing; +Ranged a melody of inner beauty, ([[nonlethal]], range 120 feet), Damage 6d6+3 sonic. + +**Torag** +Speed 50 feet, burrow Speed 30 feet, immune to [[Immobilized]]; shield (15 Hardness, can't be damaged); +Melee a warhammer ([[reach]] 15 feet, [[shove]]), Damage 6d8+6 bludgeoning. + +**Urgathoa** +Speed 70 feet, air walk; +Melee a scythe ([[deadly]] d10, [[trip]], [[reach]] 15 feet), Damage 6d10+6 slashing; +Ranged a pallid plague (range 120 feet), Damage 6d6+3 negative. + +**Zon-Kuthon** +Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; +Melee a spiked chain ([[disarm]], [[trip]], [[reach]] 15 feet), Damage 6d8+6 slashing; +Ranged a midnight pain ([[mental]], [[nonlethal]], range 120 feet), Damage 6d6+3 mental. diff --git a/content/mechanics/spells/Spells/Level 10/Cataclysm.md b/content/mechanics/spells/Spells/Level 10/Cataclysm.md new file mode 100644 index 000000000..1d847fb3c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Cataclysm.md @@ -0,0 +1,58 @@ +--- +name: Cataclysm +alias: Cataclysm +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 10 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 1,000 feet +area: 60-foot burst +source: "Pathfinder Core Rulebook" +save: reflex +basic: true +traits: + - common + - acid + - air + - cold + - earth + - electricity + - fire + - water + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==acid== | ==air== | ==cold== | ==earth== | ==electricity== | ==fire== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +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 five 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. diff --git a/content/mechanics/spells/Spells/Level 10/Dinosaur Fort.md b/content/mechanics/spells/Spells/Level 10/Dinosaur Fort.md new file mode 100644 index 000000000..38cfc0a43 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Dinosaur Fort.md @@ -0,0 +1,40 @@ +--- +name: Dinosaur Fort +alias: Dinosaur Fort +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 10 +school: conjuration +type: utility +traditions: [primal] +time: 10 minutes +pf2etime: "" +range: 500 feet +source: "Pathfinder #177: Burning Tundra" +duration: 24 hours (see text) +traits: + - rare + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==rare== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You conjure a primeval fort with walls of sharpened wood adorned with dinosaur skin and teeth, up to 300 feet on a side. Each of the four quadrants of the fort is guarded by a [[Tyrannosaurus]]. While the tyrannosauruses won't cross into the others' territories, their reach allows them to simultaneously attack an intruder near the center of the fort. The tyrannosauruses leave you and anyone you introduce to them alone but treat anyone else they find in the fort as intruders and prospective snacks. When you prepare spells, you can choose not to recover the spell slot you used to cast this spell. If you do, the fort remains for another 24 hours. + +The fort must be created on a plot of land free of other structures. It adapts to the natural terrain, adopting the structural requirements for being built there. The fort adjusts around small features, such as ponds or spires of rock, but can't be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the foundation reaches solid ground. If created on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 Flat check each day the fort is present; on a failure, the fort sinks or collapses sometime during that day, and the spell ends. + +The fort doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the fort when the spell is cast ends up unharmed inside the complete fort and always has a clear path of escape. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 10/Element Embodied.md b/content/mechanics/spells/Spells/Level 10/Element Embodied.md new file mode 100644 index 000000000..8e891ea0f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Element Embodied.md @@ -0,0 +1,72 @@ +--- +name: Element Embodied +alias: Element Embodied +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 10 +school: transmutation +type: utility +traditions: [primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is Gargantuan, and you must have enough space to expand into or the spell is lost. While in this form, you gain the elemental trait and the trait for the element you choose. You can Dismiss the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. +30 temporary Hit Points. +Darkvision. +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 Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the enfeebled and clumsy conditions, for example). If your unarmed attack modifier is higher, you can use it instead. +Acrobatics modifier of +36 for air or fire elemental or Athletics modifier of +36 for earth or water elemental, unless your own modifier is higher. + +You also gain specific abilities based on the type of elemental you choose: +**Air Elemental** +fly Speed 80 feet; +High Winds ([[air]], [[aura]]) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the air trait; +Swiftness Your movement doesn't trigger reactions; +Melee 1 gust ([[reach]] 25 feet), Damage 3d12+11 bludgeoning plus Push 10 feet; +Ranged 1 lightning lash (range increment 80 feet), Damage 3d12+4 electricity. + +**Earth Elemental** +30 feet, burrow 20 feet; resistance 5 to physical; +Spike Stones ([[aura]], [[earth]]) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the earth trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; +Rocky Toughness You gain 40 temporary Hit Points when you choose this form instead of 30; +Melee 1 fist ([[reach]] 25 feet), Damage 3d12+15 bludgeoning; +Ranged 1 rock (range increment 40 feet), Damage 4d8+6 bludgeoning. + +**Fire Elemental** +50 feet; immunity to fire; weakness to cold 10; +Intense Heat ([[aura]], [[fire]]) 30 feet. A creature that enters the aura or starts its turn in the aura takes 5d6 fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; +Melee 1 tendril ([[reach]] 25 feet), Damage 3d10+12 fire plus 2d6 persistent fire; +Ranged 1 fire mote (range increment 60 feet), Damage 4d8+6 bludgeoning. + +**Water Elemental** +40 feet, swim 80 feet; resistance 10 to fire; +Vortex ([[aura]], [[water]]) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the water trait; +Melee 1 wave ([[reach]] 25 feet), Damage 3d12+18 bludgeoning plus Push or Pull 10 feet; +Ranged 1 water spout (range increment 60 feet), Damage 4d8+6 bludgeoning. + diff --git a/content/mechanics/spells/Spells/Level 10/Fabricated Truth.md b/content/mechanics/spells/Spells/Level 10/Fabricated Truth.md new file mode 100644 index 000000000..da0627c75 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Fabricated Truth.md @@ -0,0 +1,47 @@ +--- +name: Fabricated Truth +alias: Fabricated Truth +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 10 +school: enchantment +type: save +traditions: [occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 100 feet +target: up to 5 creatures +source: "Pathfinder Core Rulebook" +duration: varies +save: will +basic: false +traits: + - common + - incapacitation + - mental + - enchantment +components: + - material + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The target doesn't believe the statement, and it knows you tried to trick it. +**Success** The target doesn't believe the statement or realize you tried to trick it. +**Failure** The target believes the statement for a duration of 1 week. +**Critical Failure** The target believes the statement with unlimited duration. diff --git a/content/mechanics/spells/Spells/Level 10/Fated Confrontation.md b/content/mechanics/spells/Spells/Level 10/Fated Confrontation.md new file mode 100644 index 000000000..a83a1dcf0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Fated Confrontation.md @@ -0,0 +1,45 @@ +--- +name: Fated Confrontation +alias: Fated Confrontation +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 10 +school: divination +type: utility +traditions: [arcane, divine, occult, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 +target: 1 willing ally and 1 enemy +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy. + +When you Cast the Spell, the ally you targeted (or you, if you targeted yourself) may teleport to any unoccupied space of their choice within 30 feet of its fated opponent. This is a teleportation effect. + +You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own heal spell, but it would be entirely immune to a spell or Strike from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast fated confrontation (such as a spell with a duration or persistent damage the creature had before it was affected by fated confrontation). For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a fortune effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a misfortune effect). +This spell ends if either target becomes unable to act, or if they both agree to cease hostilities. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 10/Gate.md b/content/mechanics/spells/Spells/Level 10/Gate.md new file mode 100644 index 000000000..fb808e491 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Gate.md @@ -0,0 +1,40 @@ +--- +name: Gate +alias: Gate +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 10 +school: conjuration +type: utility +traditions: [arcane, divine, occult] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - uncommon + - teleportation + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 10/Indestructibility.md b/content/mechanics/spells/Spells/Level 10/Indestructibility.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 10/Indestructibility.md rename to content/mechanics/spells/Spells/Level 10/Indestructibility.md index 4b28062a6..acf629adc 100644 --- a/content/Mechanics/Spells/Spells/Level 10/Indestructibility.md +++ b/content/mechanics/spells/Spells/Level 10/Indestructibility.md @@ -25,17 +25,14 @@ traits: components: - somatic - verbal -description: > - You can't be affected by anything unless you choose to be. For the duration of the spell, you are immune to any effect or damage that would harm you, excluding effects caused by artifacts, deific power, and similarly powerful sources. You can still be affected by anything you're willing to have affect you. --- # `=this.name` ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You can't be affected by anything unless you choose to be. For the duration of the spell, you are immune to any effect or damage that would harm you, excluding effects caused by artifacts, deific power, and similarly powerful sources. You can still be affected by anything you're willing to have affect you. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 10/Miracle.md b/content/mechanics/spells/Spells/Level 10/Miracle.md new file mode 100644 index 000000000..1e81ffc51 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Miracle.md @@ -0,0 +1,42 @@ +--- +name: Miracle +alias: Miracle +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 10 +school: divination +type: utility +traditions: [divine] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +traits: + - common + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +*** +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 spell from the divine list of 9th level or lower to which you have access. + +Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. + +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 10/Nature Incarnate.md b/content/mechanics/spells/Spells/Level 10/Nature Incarnate.md new file mode 100644 index 000000000..06a523e4d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Nature Incarnate.md @@ -0,0 +1,58 @@ +--- +name: Nature Incarnate +alias: Nature Incarnate +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 10 +school: transmutation +type: utility +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. + +You gain the following statistics and abilities regardless of which battle form you choose: + +AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. +30 temporary Hit Points. +Darkvision. +One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. +Athletics modifier of +36, unless your own modifier is higher. + +You also gain specific abilities based on the type of incarnation you choose: +**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). + +**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. + diff --git a/content/Mechanics/Spells/Spells/Level 10/Nullify.md b/content/mechanics/spells/Spells/Level 10/Nullify.md similarity index 61% rename from content/Mechanics/Spells/Spells/Level 10/Nullify.md rename to content/mechanics/spells/Spells/Level 10/Nullify.md index cdee63eee..8e3e46dec 100644 --- a/content/Mechanics/Spells/Spells/Level 10/Nullify.md +++ b/content/mechanics/spells/Spells/Level 10/Nullify.md @@ -27,17 +27,14 @@ traits: components: - somatic - verbal -description: > - You instantly destroy the incoming spell, though at the cost of sending magical feedback through your body. You automatically counteract the spell, but the feedback brings you unavoidable harm. You lose 1d8 Hit Points per level of the triggering spell. --- # `=this.name` ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +You instantly destroy the incoming spell, though at the cost of sending magical feedback through your body. You automatically counteract the spell, but the feedback brings you unavoidable harm. You lose 1d8 Hit Points per level of the triggering spell. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 10/Primal Herd.md b/content/mechanics/spells/Spells/Level 10/Primal Herd.md new file mode 100644 index 000000000..f478a7cf3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Primal Herd.md @@ -0,0 +1,46 @@ +--- +name: Primal Herd +alias: Primal Herd +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 10 +school: transmutation +type: utility +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: you and up to 5 willing targets +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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: + +AC = 22 + the target's level. Ignore any armor check penalty and Speed reduction. + +20 temporary Hit Points. + +Speed 40 feet. +Low-light vision. +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 A tusk (reach 15 feet), Damage 4d8+19 piercing; Melee A trunk (agile, reach 15 feet), Damage 4d6+16 bludgeoning; Melee A foot (agile, reach 15 feet), Damage 4d6+13 bludgeoning. +Athletics modifier of +30, unless the target's own modifier is higher. T 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). diff --git a/content/mechanics/spells/Spells/Level 10/Primal Phenomenon.md b/content/mechanics/spells/Spells/Level 10/Primal Phenomenon.md new file mode 100644 index 000000000..28b3417f0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Primal Phenomenon.md @@ -0,0 +1,42 @@ +--- +name: Primal Phenomenon +alias: Primal Phenomenon +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 10 +school: divination +type: utility +traditions: [primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +traits: + - common + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +*** +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 spell from the primal spell list of 9th level or lower to which you have access. + +Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. + +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 10/Remake.md b/content/mechanics/spells/Spells/Level 10/Remake.md new file mode 100644 index 000000000..8e74ad703 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Remake.md @@ -0,0 +1,41 @@ +--- +name: Remake +alias: Remake +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 10 +school: conjuration +type: utility +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 1 hour +pf2etime: "" +range: 5 feet +source: "Pathfinder Core Rulebook" +traits: + - uncommon + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 10/Revival.md b/content/mechanics/spells/Spells/Level 10/Revival.md new file mode 100644 index 000000000..d4e72fb2c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Revival.md @@ -0,0 +1,43 @@ +--- +name: Revival +alias: Revival +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 10 +school: necromancy +type: heal +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: dead creatures and living creatures of your choice within range +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - healing + - positive + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==healing== | ==positive== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 10/Shadow Army.md b/content/mechanics/spells/Spells/Level 10/Shadow Army.md new file mode 100644 index 000000000..6e822fe96 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Shadow Army.md @@ -0,0 +1,47 @@ +--- +name: Shadow Army +alias: Shadow Army +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 10 +school: illusion +type: save +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +area: 50-foot burst +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: will +basic: false +traits: + - common + - auditory + - mental + - shadow + - visual + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==mental== | ==shadow== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to Hide and Sneak among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes 3d10 mental damage and 3d10 bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you Cast the Spell, you choose a condition your shadows impose on a failed save: [[Clumsy]] 2, [[Enfeebled]] 2, [[Flat-Footed]], or [[Slowed]] 1. +**Critical Success** The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty. +**Success** The creature takes half damage. +**Failure** The creature takes full damage, and gains the chosen condition. +**Critical Failure** The creature takes double damage, and gains the chosen condition. diff --git a/content/mechanics/spells/Spells/Level 10/Summon Kaiju.md b/content/mechanics/spells/Spells/Level 10/Summon Kaiju.md new file mode 100644 index 000000000..127cae568 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Summon Kaiju.md @@ -0,0 +1,67 @@ +--- +name: Summon Kaiju +alias: Summon Kaiju +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 10 +school: conjuration +type: utility +traditions: [primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 500 feet +source: "Pathfinder Secrets of Magic" +duration: until the end of your next turn +traits: + - rare + - incarnate + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==rare== | ==incarnate== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a Gargantuan creature. When you Cast this Spell, choose one of the kaiju below to summon. + +**Agmazar the Star Titan** Speed 100 feet, climb 50 feet; + +**Arrive** ([[necromancy]], [[negative]]) **Channel Void** Each foe in a 100-foot emanation takes 16d8 negative damage with a basic Fortitude save; +**Depart** ([[transmutation]]) **Gravitic Repulsion** Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save. + + +**Agyra, the Forever Storm** Speed 80 feet, fly 200 feet; +**Arrive** ([[electricity]], [[evocation]]) **Breath of a Thousand Storms** Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes 6d12 electricity damage with a basic Reflex save. On a failure, the creature is also [[Slowed]] 1 for 1 round (or for 1 minute on a critical failure); +**Depart** ([[evocation]], [[sonic]]) **Thunderous Blast** Each creature within a 100-foot emanation takes 6d10 sonic damage with a basic Reflex save, and is also knocked [[Prone]] on a failed save. + +**Bezravnis, the Inferno Below** Speed 100 feet, burrow 100 feet; +**Arrive** ([[earth]], [[evocation]]) **Burrow from the Earth's Heart** Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take 8d12 bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the [[Earthquake]] spell, except there is no chance of falling into a fissure; +**Depart** **Web Hurricane** Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a -20-foot circumstance penalty to its Speeds until it Escapes (or is [[Immobilized]] until it escapes on a critical failure). The Escape DC is your spell DC. + +**Mogaru, the Final King** Speed 100 feet, swim 100 feet; +**Arrive** ([[auditory]], [[enchantment]], [[mental]]) **Trance of the King's Melody** Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them [[Stunned]] 3 on a failure; +**Depart** ([[evocation]], [[fire]]) **Volcanic Breath** Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes 10d6 fire damage with a basic Reflex save. On a failure, it also takes 4d6 persistent fire damage. + +**Vorgozen, the Shapeless Feeder** Speed 50 feet, climb 50 feet, swim 100 feet; +**Arrive** ([[necromancy]]) **Pollute Magic** Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is [[Sickened]] 2. Any of your enemies that Casts a Spell within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already sickened; +**Depart** ([[acid]], [[evocation]]) **Beam of Purest Vitriol** Each creature in a 1,200-foot line takes 10d6 acid damage and 10d6 bludgeoning damage with a basic Fortitude save. + +**Yarthoon, the Moon Grub** Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; +**Arrive** ([[cold]], [[evocation]]) **Algid Beam Barrage** Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal 10d6 cold damage with a basic Reflex save; +**Depart** ([[cold]], [[conjuration]], [[water]]) **Frostbite Mist** Chilling mist surges out in a 100‑foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of [[Obscuring Mist]], plus any creature within the area at the end of its turn take 5d6 cold damage with a basic Fortitude save. + +**Ebeshra, the Winged Razor** Speed 75 feet, fly 100 feet; +;**Arrive** ([[conjuration]], [[teleportation]]) **Planar Draw** Each foe in a 100-foot emanation is pulled 50 feet towards the center, unless it succeeds at a Fortitude save. Creatures that fail and reach the center take 10d6 bludgeoning damage; +**Depart** ([[electricity]], [[evocation]]) **Storm Discharge** Each foe in a 240-foot line takes 12d8 electricity damage with a basic Reflex save. diff --git a/content/mechanics/spells/Spells/Level 10/Time Stop.md b/content/mechanics/spells/Spells/Level 10/Time Stop.md new file mode 100644 index 000000000..f343c219f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Time Stop.md @@ -0,0 +1,37 @@ +--- +name: Time Stop +alias: Time Stop +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 10 +school: transmutation +type: utility +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +traits: + - common + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 10/Wish.md b/content/mechanics/spells/Spells/Level 10/Wish.md new file mode 100644 index 000000000..76209fe5b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 10/Wish.md @@ -0,0 +1,42 @@ +--- +name: Wish +alias: Wish +tags: + - pf2e/spell + - pf2e/spell/level_10 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane +level: 10 +school: divination +type: utility +traditions: [arcane] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +traits: + - common + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +*** +You state a wish, making your greatest desire come true. A wish spell can produce any one of the following effects. + + +Duplicate any spell from the arcane list of 9th level or lower to which you have access. + +Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. + +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Acid Arrow.md b/content/mechanics/spells/Spells/Level 2/Acid Arrow.md new file mode 100644 index 000000000..2638a2a68 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Acid Arrow.md @@ -0,0 +1,38 @@ +--- +name: Acid Arrow +alias: Acid Arrow +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: evocation +type: attack +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - acid + - attack + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==acid== | ==attack== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You conjure an arrow of acid that keeps 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. +**Heightened (+2)** The initial damage increases by 2d8, and the [[Persistent Damage]] increases by 1d6. diff --git a/content/mechanics/spells/Spells/Level 2/Animal Form.md b/content/mechanics/spells/Spells/Level 2/Animal Form.md new file mode 100644 index 000000000..5e581f28b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Animal Form.md @@ -0,0 +1,90 @@ +--- +name: Animal Form +alias: Animal Form +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [primal] +deities: Angazhan, Cernunnos, Geryon, Kazutal, Lamashtu, Ravithra, Rowdrosh, Stag Mother of the Forest of Stones, Wadjet +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. + +You gain the following statistics and abilities regardless of which battle form you choose: + + +AC = 16 + your level. Ignore your armor's check penalty and Speed reduction. +5 temporary Hit Points. +Low-light vision and imprecise scent 30 feet. +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. +Athletics modifier of +9, unless your own modifier is higher. + + +You also gain specific abilities based on the type of animal you choose: +**Ape** +Speed 25 feet, climb Speed 20 feet; +Melee a fist, Damage 2d6 bludgeoning. + +**Bear** +Speed 30 feet; Melee a jaws, Damage 2d8 piercing; +Melee a claw (agile), Damage 1d8 slashing. + +**Bull** +Speed 30 feet; +Melee a horn , Damage 2d8 piercing. + +**Canine** +Speed 40 feet; +Melee a jaws, Damage 2d8 piercing. + +**Cat** +Speed 40 feet; +Melee a jaws, Damage 2d6 piercing; +Melee a claw (agile), Damage 1d10 slashing. + +**Deer** +Speed 50 feet; +Melee a antler, Damage 2d6 piercing. + +**Frog** +Speed 25 feet, swim Speed 25 feet; +Melee a jaws, Damage 2d6 bludgeoning; +Melee a tongue (reach 15 feet), Damage 2d4 bludgeoning. + +**Shark** +Swim Speed 35 feet; +Melee a jaws, Damage 2d8 piercing; +Breathe underwater but not in air. + +**Snake** +Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; +Melee a fangs, Damage 2d4 piercing plus 1d6 poison. + +**Heightened (3rd)** You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14. +**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. +**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. diff --git a/content/mechanics/spells/Spells/Level 2/Animal Messenger.md b/content/mechanics/spells/Spells/Level 2/Animal Messenger.md new file mode 100644 index 000000000..63af62587 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Animal Messenger.md @@ -0,0 +1,39 @@ +--- +name: Animal Messenger +alias: Animal Messenger +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 2 +school: enchantment +type: utility +traditions: [primal] +time: 1 minute +pf2etime: "" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: see text +traits: + - common + - mental + - enchantment +components: + - material + - somatic + - verbal +--- +# `=this.name` +==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You offer food, and an ordinary Tiny 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. You can also 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 and allows nonhostile creatures to approach and remove the attached object. The spell ends after the message is delivered or after 24 hours, whichever comes first. + +If there are no Tiny wild animals in range, the spell is lost. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Animated Assault.md b/content/mechanics/spells/Spells/Level 2/Animated Assault.md new file mode 100644 index 000000000..66e1422c5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Animated Assault.md @@ -0,0 +1,40 @@ +--- +name: Animated Assault +alias: Animated Assault +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: evocation +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 10-foot burst +source: "Pathfinder Advanced Player's Guide" +duration: sustained up to 1 minute +save: reflex +basic: true +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals 2d10 bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, the first time each round you Sustain this Spell, it deals 1d10 bludgeoning damage (basic Reflex save) to each creature in the area. +**Heightened (+2)** The initial damage increases by 2d10 and the subsequent damage increases by 1d10. diff --git a/content/mechanics/spells/Spells/Level 2/Animus Mine.md b/content/mechanics/spells/Spells/Level 2/Animus Mine.md new file mode 100644 index 000000000..5c72d4ee9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Animus Mine.md @@ -0,0 +1,47 @@ +--- +name: Animus Mine +alias: Animus Mine +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 2 +school: abjuration +type: save +traditions: [occult] +deities: Arazni +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 hour +save: will +basic: false +traits: + - common + - mental + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You implant a mental mine within your psyche that detonates against anyone attempting to manipulate your thoughts. You can use a single action, which has the concentrate trait, to suppress the effects of the mine for 1 round to allow someone to safely use a mental effect on you. You can Dismiss the spell. + +The first creature that uses a mental effect against you triggers the animus mine, causing the spell to end. The animus mine deals 4d8 mental damage to the triggering creature, which must attempt a Will save. This spell should only the deal the mental damage on magical mental effects that send their magic into your mind, not if a creature tries to do something mundane like talk to you. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is [[Stunned]] 1. +**Critical Failure** The creature takes double damage and is [[Stunned]] 1. You are unaffected by the triggering mental effect. + + +**Heightened (+1)** The damage increases by 2d8. diff --git a/content/mechanics/spells/Spells/Level 2/Ash Cloud.md b/content/mechanics/spells/Spells/Level 2/Ash Cloud.md new file mode 100644 index 000000000..439eff18d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Ash Cloud.md @@ -0,0 +1,51 @@ +--- +name: Ash Cloud +alias: Ash Cloud +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: conjuration +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: fortitude +basic: false +traits: + - common + - air + - fire + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==air== | ==fire== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take 2d4 fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target takes half damage. +**Failure** The target takes full damage and is [[Dazzled]] for 1 round. +**Critical Failure** The target takes double damage and is [[Blinded]] for 1 round. + + +**Heightened (+1)** The damage increases by 1d4. diff --git a/content/mechanics/spells/Spells/Level 2/Augury.md b/content/mechanics/spells/Spells/Level 2/Augury.md new file mode 100644 index 000000000..a2e44510a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Augury.md @@ -0,0 +1,44 @@ +--- +name: Augury +alias: Augury +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: divination +type: utility +traditions: [divine, occult] +time: 10 minutes +pf2etime: "" +source: "Pathfinder Core Rulebook" +traits: + - common + - prediction + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==prediction== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Barkskin.md b/content/mechanics/spells/Spells/Level 2/Barkskin.md new file mode 100644 index 000000000..6251ac125 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Barkskin.md @@ -0,0 +1,40 @@ +--- +name: Barkskin +alias: Barkskin +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 2 +school: abjuration +type: utility +traditions: [primal] +deities: Gendowyn +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 willing creature +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - plant + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==plant== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (+2)** The resistances increase by 2, and the weakness increases by 3. diff --git a/content/mechanics/spells/Spells/Level 2/Befitting Attire.md b/content/mechanics/spells/Spells/Level 2/Befitting Attire.md new file mode 100644 index 000000000..0ba1eee9f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Befitting Attire.md @@ -0,0 +1,42 @@ +--- +name: Befitting Attire +alias: Befitting Attire +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: illusion +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 5 willing creatures +source: "Pathfinder Secrets of Magic" +duration: 1 hour +traits: + - common + - visual + - illusion +components: + - material + - verbal +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes. + +Any creature that touches the attire, uses the Seek action to examine it, or otherwise interacts with it can attempt to disbelieve your illusion. +**Heightened (4th)** You can target up to 20 creatures. +**Heightened (5th)** You can target up to 100 creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Blazing Blade.md b/content/mechanics/spells/Spells/Level 2/Blazing Blade.md new file mode 100644 index 000000000..7c846d2c9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Blazing Blade.md @@ -0,0 +1,39 @@ +--- +name: Blazing Blade +alias: Blazing Blade +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/conjuration + - pf2e/spelltype/attack + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 2 +school: conjuration +type: attack +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Kingmaker" +duration: 1 minute +traits: + - rare + - fire + - good + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==fire== | ==good== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +A scimitar-shaped beam of fiery light springs from your free hand. While the spell lasts, you can use a single action, which has the attack and concentrate traits, to burn your foes with the blazing blade. When you do, make a spell attack roll. On a success, the blazing blade deals 1d6 fire damage plus 1d6 good damage plus your spellcasting ability modifier. On a critical success, it deals double the usual damage. +**Heightened (4th)** The blade's fire damage increases to 2d6. On a critical success, the target takes 1d6 persistent good damage. +**Heightened (6th)** The blade's fire damage increases to 3d6. On a critical success, the target takes 2d6 persistent good damage. +**Heightened (8th)** The blade's fire damage increases to 4d6. On a critical success, the target takes 3d6 persistent good damage. diff --git a/content/mechanics/spells/Spells/Level 2/Blistering Invective.md b/content/mechanics/spells/Spells/Level 2/Blistering Invective.md new file mode 100644 index 000000000..ce5b20fbc --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Blistering Invective.md @@ -0,0 +1,52 @@ +--- +name: Blistering Invective +alias: Blistering Invective +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 2 +school: enchantment +type: save +traditions: [occult] +deities: Angradd, Mephistopheles, Ydajisk +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature (**Heightened (+2)** - two additional creatures) +source: "Pathfinder Advanced Player's Guide" +save: will +basic: false +traits: + - common + - auditory + - emotion + - fear + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==emotion== | ==fear== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +A heap of insults and invectives spew from your mouth-words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save. +**Critical Success** The target is unaffected. +**Success** The target takes half the persistent fire damage. +**Failure** The target becomes [[Frightened]] 1 and takes the full persistent fire damage. +**Critical Failure** The target becomes [[Frightened]] 2 and takes double the persistent fire damage. + + +**Heightened (+2)** You can target two additional creatures, and the persistent damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 2/Blood Duplicate.md b/content/mechanics/spells/Spells/Level 2/Blood Duplicate.md new file mode 100644 index 000000000..200432f3a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Blood Duplicate.md @@ -0,0 +1,37 @@ +--- +name: Blood Duplicate +alias: Blood Duplicate +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: conjuration +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 non-magical object of 1 Bulk or less +source: "Pathfinder #182: Graveclaw" +duration: 1 hour +traits: + - uncommon + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +This spell deals you 1 piercing damage as you shape a magical duplicate of the target from your blood; you can't cast this spell if you don't have blood. This spell can't duplicate an item made of precious materials, or materials with a rarity of uncommon or higher. If you're ever more than 5 feet from the duplicate, the spell's duration immediately ends. The Perception DC to recognize the duplicate as false using any sense except touch is equal to 10 + your spellcasting ability modifier + your Crafting proficiency bonus. The item feels wet and obviously fake to the touch. When the spell ends, the item collapses into a puddle of blood that quickly evaporates. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Blood Vendetta.md b/content/mechanics/spells/Spells/Level 2/Blood Vendetta.md new file mode 100644 index 000000000..0bdd94519 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Blood Vendetta.md @@ -0,0 +1,49 @@ +--- +name: Blood Vendetta +alias: Blood Vendetta +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: reaction +pf2etime: "*⬲{ .Pathfinder }*" +trigger: A creature deals piercing, slashing, or persistent bleed damage to you +requirements: You can bleed. +range: 30 feet +target: The triggering creature +source: "Pathfinder Advanced Player's Guide" +duration: varies +save: will +basic: false +traits: + - common + - curse + - necromancy +components: + - verbal +--- +# `=this.name` +==curse== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger`; **Requirements** `=this.requirements` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent Bleed damage and must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** The target takes half the persistent bleed damage. +**Failure** The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. +**Critical Failure** As failure, but the target takes double the persistent bleed damage. + + +**Heightened (+2)** The persistent bleed damage increases by 2d6 persistent Bleed damage. diff --git a/content/Mechanics/Spells/Spells/Level 2/Blur.md b/content/mechanics/spells/Spells/Level 2/Blur.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 2/Blur.md rename to content/mechanics/spells/Spells/Level 2/Blur.md index f0ee36af8..c9d9bc44a 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Blur.md +++ b/content/mechanics/spells/Spells/Level 2/Blur.md @@ -26,18 +26,15 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==visual== | ==illusion== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Bone Spray.md b/content/mechanics/spells/Spells/Level 2/Bone Spray.md similarity index 55% rename from content/Mechanics/Spells/Spells/Level 2/Bone Spray.md rename to content/mechanics/spells/Spells/Level 2/Bone Spray.md index c4f6b7c0d..fbd2494f3 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Bone Spray.md +++ b/content/mechanics/spells/Spells/Level 2/Bone Spray.md @@ -25,19 +25,15 @@ traits: components: - somatic - verbal -description: > - You fire a torrent of jagged bone shards from your hands, dealing 2d10 piercing damage and 1 bleed damage to all creatures in the area. - - **Heightened (+1)** The piercing damage increases by 1d10 and the persistent bleed damage increases by 1. --- # `=this.name` ==uncommon== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +You fire a torrent of jagged bone shards from your hands, dealing 2d10 piercing damage and 1 bleed damage to all creatures in the area. +**Heightened (+1)** The piercing damage increases by 1d10 and the persistent bleed damage increases by 1. diff --git a/content/mechanics/spells/Spells/Level 2/Boneshaker.md b/content/mechanics/spells/Spells/Level 2/Boneshaker.md new file mode 100644 index 000000000..78cf00f9e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Boneshaker.md @@ -0,0 +1,48 @@ +--- +name: Boneshaker +alias: Boneshaker +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 2 +school: necromancy +type: save +traditions: [arcane, divine, primal] +time: 2 or 3 +pf2etime: "" +range: 100 feet +target: 1 creature with a skeleton +source: "Pathfinder #176: Lost Mammoth Valley" +save: fortitude +basic: false +traits: + - uncommon + - necromancy +components: +--- +# `=this.name` +==uncommon== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You reach out a hand and seize a creature's skeleton from afar, harming their body and potentially wrenching them by the bones to move them against their will. The number of actions you spend when Casting this Spell determines the spell's effects. Regardless of the number of actions spent to Cast this Spell, the target must attempt a Fortitude save. + +2 (somatic, verbal) You clench your fist, painfully compressing the target's bones and dealing 3d8 bludgeoning damage. + +3 (material, somatic, verbal) As the 2-action version, plus you pull the target's body by their bones, moving them around like an awkward marionette. This movement follows the rules for forced movement. +**Critical Success** The target is unaffected. +**Success** The target takes half damage. If you cast the 3-action version, you can move the target up to 5 feet; it can choose to fall [[Prone]] to avoid moving. +**Failure** The target takes full damage and is [[Enfeebled]] 1. If you cast the 3-action version, you can move the target up to 15 feet; it can fall prone to avoid moving. +**Critical Failure** The target takes double damage and is [[Enfeebled]] 2. If you cast the 3-action version, you can move the target up to 25 feet, then knock the target prone; if you attempt to move the target to a hazardous location, such as into a pool of acid or off a cliff, it can fall prone to avoid moving. + + +**Heightened (+2)** The damage increases by 3d8. diff --git a/content/mechanics/spells/Spells/Level 2/Bralani Referendum.md b/content/mechanics/spells/Spells/Level 2/Bralani Referendum.md new file mode 100644 index 000000000..aeb9eb1e7 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Bralani Referendum.md @@ -0,0 +1,41 @@ +--- +name: Bralani Referendum +alias: Bralani Referendum +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 2 +school: evocation +type: save +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 20-foot burst +source: "Pathfinder #183: Field of Maidens" +duration: 1 minute +save: fortitude +basic: true +traits: + - uncommon + - air + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==air== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You enforce fair play with punishing zephyrs. When you Cast this Spell, choose one condition from among [[Clumsy]], [[Drained]], [[Enfeebled]], or [[Stupefied]]. When a creature in the area inflicts the chosen condition, they take 2d6 slashing damage with a basic Fortitude save. A creature can't take this damage more than once per round. You can Dismiss the spell. +**Heightened (+2)** Choose one more condition. The slashing damage when a creature inflicts any of the chosen conditions increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 2/Brand the Impenitent.md b/content/mechanics/spells/Spells/Level 2/Brand the Impenitent.md new file mode 100644 index 000000000..a1f25a120 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Brand the Impenitent.md @@ -0,0 +1,43 @@ +--- +name: Brand the Impenitent +alias: Brand the Impenitent +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/divine +level: 2 +school: abjuration +type: save +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Lost Omens: Gods & Magic" +duration: varies +save: fortitude +basic: false +traits: + - common + - curse + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You brand the target with an ethereal copy of your deity's religious symbol. This brand can't be hidden, but it is visible only to followers of your faith, who see it as clearly as a lit torch. Followers of your faith ignore the target's [[Concealed]] condition, if any, and the target gains a -1 status penalty to AC against attacks by followers of your faith. If the target is a follower of your deity in good standing, the spell fails. +**Critical Success** The target is unaffected. +**Success** The spell lasts for 1 round. +**Failure** The spell lasts for 1 minute. +**Critical Failure** The spell has an unlimited duration. diff --git a/content/mechanics/spells/Spells/Level 2/Breath of Drought.md b/content/mechanics/spells/Spells/Level 2/Breath of Drought.md new file mode 100644 index 000000000..6834205f8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Breath of Drought.md @@ -0,0 +1,46 @@ +--- +name: Breath of Drought +alias: Breath of Drought +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 2 +school: evocation +type: save +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +area: 10-foot burst +source: "Pathfinder #151: The Show Must Go On" +duration: sustained +save: fortitude +basic: false +traits: + - uncommon + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You fill the area with an oppressive, arid swelter that overwhelms creatures with heat exhaustion. Objects are unaffected. Each creature in the area when the spell is cast or that ends its turn in the area afterward must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as fire elementals) are immune to breath of drought. +**Success** The creature is unaffected. +**Failure** The creature is [[Sickened]] 1. +**Critical Failure** The creature is [[Sickened]] 2. + + +**Heightened (4th)** Once per round when you Sustain the Spell, you can move the center of the burst to a new location within range. +**Heightened (7th)** As the 4th-level version, except the range is 120 feet and the area is a 20-foot burst. diff --git a/content/mechanics/spells/Spells/Level 2/Calm Emotions.md b/content/mechanics/spells/Spells/Level 2/Calm Emotions.md new file mode 100644 index 000000000..70dfb1b07 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Calm Emotions.md @@ -0,0 +1,48 @@ +--- +name: Calm Emotions +alias: Calm Emotions +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: enchantment +type: save +traditions: [divine, occult] +bloodline: nymph, psychopomp +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 10-foot burst +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - common + - emotion + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save. +**Critical Success** The creature is unaffected. +**Success** Calming urges impose a -1 status penalty to the creature's attack rolls. +**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. +**Critical Failure** As failure, but hostility doesn't end the effect. diff --git a/content/mechanics/spells/Spells/Level 2/Charitable Urge.md b/content/mechanics/spells/Spells/Level 2/Charitable Urge.md new file mode 100644 index 000000000..65ab1b786 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Charitable Urge.md @@ -0,0 +1,46 @@ +--- +name: Charitable Urge +alias: Charitable Urge +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: enchantment +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Advanced Player's Guide" +duration: varies +save: will +basic: false +traits: + - common + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails. +**Critical Success** The target is unaffected. +**Success** The target is [[Stunned]] 1 as it wrestles with the urge. +**Failure** On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be Stunned for 1 round instead of giving up the item. This might require the target to Interact to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an Interact action. +**Critical Failure** As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success. diff --git a/content/mechanics/spells/Spells/Level 2/Clawsong.md b/content/mechanics/spells/Spells/Level 2/Clawsong.md new file mode 100644 index 000000000..c8b359417 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Clawsong.md @@ -0,0 +1,41 @@ +--- +name: Clawsong +alias: Clawsong +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 willing creature with an unarmed claw Strike +source: "Pathfinder #171: Hurricane's Howl" +duration: sustained up to 1 minute +traits: + - uncommon + - transmutation +components: + - verbal +--- +# `=this.name` +==uncommon== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You sing a fierce prayer, low and growling, and awaken the ancient spirit of a Terwa beast to guide and strengthen the target's unarmed blows. + +The target's claw attack gains the versatile (piercing) trait, and deals 1d6 slashing damage. If the target's claw attack already deals 1d6 slashing damage, it deals 1d8 instead. + +If its claw attack already had the versatile (piercing) trait, it gains the deadly 1d8 trait. +**Heightened (4th)** The spell can affect up to 6 willing creatures with unarmed claw Strikes. diff --git a/content/mechanics/spells/Spells/Level 2/Comprehend Language.md b/content/mechanics/spells/Spells/Level 2/Comprehend Language.md new file mode 100644 index 000000000..35d155b86 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Comprehend Language.md @@ -0,0 +1,42 @@ +--- +name: Comprehend Language +alias: Comprehend Language +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: divination +type: utility +traditions: [arcane, divine, occult] +deities: Eritrice, Gruhastha, Thoth, Winlas +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (3rd)** The target can also speak the language. +**Heightened (4th)** You can target up to 10 creatures, and targets can also speak the language. diff --git a/content/Mechanics/Spells/Spells/Level 2/Continual Flame.md b/content/mechanics/spells/Spells/Level 2/Continual Flame.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 2/Continual Flame.md rename to content/mechanics/spells/Spells/Level 2/Continual Flame.md index 6e36f676b..cf616ca10 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Continual Flame.md +++ b/content/mechanics/spells/Spells/Level 2/Continual Flame.md @@ -30,29 +30,29 @@ components: - material - somatic - verbal -description: > - A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat. - - **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 - 3,350 gp for 10th. --- # `=this.name` ==light== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` **Cost** `=this.cost` *** -`=this.description` \ No newline at end of file +A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat. +**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 +3,350 gp for 10th. diff --git a/content/mechanics/spells/Spells/Level 2/Create Food.md b/content/mechanics/spells/Spells/Level 2/Create Food.md new file mode 100644 index 000000000..2fa8a7802 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Create Food.md @@ -0,0 +1,38 @@ +--- +name: Create Food +alias: Create Food +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 2 +school: conjuration +type: utility +traditions: [arcane, divine, primal] +time: 1 hour +pf2etime: "" +range: 30 feet +source: "Pathfinder Core Rulebook" +traits: + - common + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +*** +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). +**Heightened (4th)** You can feed 12 Medium creatures. +**Heightened (6th)** You can feed 50 Medium creatures. +**Heightened (8th)** You can feed 200 Medium creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Dancing Shield.md b/content/mechanics/spells/Spells/Level 2/Dancing Shield.md new file mode 100644 index 000000000..e7061b518 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Dancing Shield.md @@ -0,0 +1,42 @@ +--- +name: Dancing Shield +alias: Dancing Shield +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: evocation +type: utility +traditions: [arcane, divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 touched shield and 1 willing creature +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +duration: sustained up to 1 minute +traits: + - uncommon + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==evocation== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You levitate the touched shield and orbit it around a nearby ally. When you Cast the Spell and Sustain the Spell, the shield uses the Raise a Shield action to protect the target creature. +**Heightened (4th)** If you have the Shield Block reaction, you can use your reaction to have the target shield use Shield Block when the target creature would take damage from a physical attack, in addition to the usual trigger. In this case, Shield Block protects the target creature, rather than you. Since the shield is using Shield Block and not you, additional effects or abilities that normally apply when you Shield Block don't apply. diff --git a/content/mechanics/spells/Spells/Level 2/Darkness.md b/content/mechanics/spells/Spells/Level 2/Darkness.md new file mode 100644 index 000000000..0c1965960 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Darkness.md @@ -0,0 +1,44 @@ +--- +name: Darkness +alias: Darkness +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: evocation +type: utility +traditions: [arcane, divine, occult, primal] +bloodline: shadow +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - darkness + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==darkness== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. +**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]]. diff --git a/content/Mechanics/Spells/Spells/Level 2/Darkvision.md b/content/mechanics/spells/Spells/Level 2/Darkvision.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 2/Darkvision.md rename to content/mechanics/spells/Spells/Level 2/Darkvision.md index bbc97a806..3ea99c60f 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Darkvision.md +++ b/content/mechanics/spells/Spells/Level 2/Darkvision.md @@ -25,20 +25,16 @@ traits: components: - somatic - verbal -description: > - You grant yourself supernatural sight in areas of darkness. You gain Darkvision. - - **Heightened (3rd)** The spell's range is touch and it targets 1 willing creature. - **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. --- # `=this.name` ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You grant yourself supernatural sight in areas of darkness. You gain Darkvision. +**Heightened (3rd)** The spell's range is touch and it targets 1 willing creature. +**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. diff --git a/content/mechanics/spells/Spells/Level 2/Deafness.md b/content/mechanics/spells/Spells/Level 2/Deafness.md new file mode 100644 index 000000000..48160e61a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Deafness.md @@ -0,0 +1,44 @@ +--- +name: Deafness +alias: Deafness +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: necromancy +type: save +traditions: [arcane, divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +The target loses hearing; it must attempt a Fortitude save. The target is then temporarily immune for 1 minute. +**Critical Success** The target is unaffected. +**Success** The target is [[Deafened]] for 1 round. +**Failure** The target is Deafened for 10 minutes. +**Critical Failure** The target is Deafened permanently. diff --git a/content/mechanics/spells/Spells/Level 2/Death Knell.md b/content/mechanics/spells/Spells/Level 2/Death Knell.md new file mode 100644 index 000000000..b86d1e9a5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Death Knell.md @@ -0,0 +1,41 @@ +--- +name: Death Knell +alias: Death Knell +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: necromancy +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 living creature that has 0 HP +source: "Pathfinder Core Rulebook" +save: will +basic: false +traits: + - common + - death + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==death== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +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.**Critical Success** The target is unaffected. +**Success** The target's [[Dying]] value increases by 1. +**Failure** The target dies. diff --git a/content/mechanics/spells/Spells/Level 2/Dismantle.md b/content/mechanics/spells/Spells/Level 2/Dismantle.md new file mode 100644 index 000000000..1dcf7021a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Dismantle.md @@ -0,0 +1,39 @@ +--- +name: Dismantle +alias: Dismantle +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 non-magical object in your possession of 1 Bulk or less +source: "Pathfinder Advanced Player's Guide" +duration: 1 minute +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You touch an object, and it immediately disassembles itself into its component pieces. The spell fails if the target lacks component pieces (such as a statue carved from one block of stone), and using it on a dangerous object like a snare or trap typically triggers it. The object gains the [[Broken]] condition, and the component pieces become small enough to be [[Hidden]] under normal clothing and armor. You can Dismiss the spell. When the spell ends, the object reassembles itself into its original form, appearing in your hand or hands if you have them free, or on the ground in front of you otherwise. Once reassembled, the object loses the Broken condition and its Hit Points return to the value the object had when you Cast the Spell. +**Heightened (4th)** The spell lasts for 10 minutes. +**Heightened (6th)** The spell lasts until your next daily preparations. diff --git a/content/Mechanics/Spells/Spells/Level 2/Dispel Magic.md b/content/mechanics/spells/Spells/Level 2/Dispel Magic.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 2/Dispel Magic.md rename to content/mechanics/spells/Spells/Level 2/Dispel Magic.md index 7b7b109ea..2098bed89 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Dispel Magic.md +++ b/content/mechanics/spells/Spells/Level 2/Dispel Magic.md @@ -27,18 +27,15 @@ traits: components: - somatic - verbal -description: > - You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract 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. --- # `=this.name` ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Elemental Zone.md b/content/mechanics/spells/Spells/Level 2/Elemental Zone.md new file mode 100644 index 000000000..59fb21274 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Elemental Zone.md @@ -0,0 +1,42 @@ +--- +name: Elemental Zone +alias: Elemental Zone +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: evocation +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +Select an elemental trait: air, earth, fire, or water. Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for air, bludgeoning for earth, fire for fire, and bludgeoning or cold for water. The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). + +The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type. +**Heightened (+2)** The status bonus increases by 1. diff --git a/content/Mechanics/Spells/Spells/Level 2/Empathic Link.md b/content/mechanics/spells/Spells/Level 2/Empathic Link.md similarity index 53% rename from content/Mechanics/Spells/Spells/Level 2/Empathic Link.md rename to content/mechanics/spells/Spells/Level 2/Empathic Link.md index d31247f1f..2220618a1 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Empathic Link.md +++ b/content/mechanics/spells/Spells/Level 2/Empathic Link.md @@ -28,20 +28,16 @@ components: - material - somatic - verbal -description: > - You forge a bond between yourself and the target, enabling you to feel each other's emotions. You and the target can communicate empathetically, sharing emotions, at a distance of up to 1 mile. - - **Heightened (4th)** You can target up to 4 willing creatures, and the duration increases to 8 hours. --- # `=this.name` ==uncommon== | ==emotion== | ==mental== | ==divination== -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You forge a bond between yourself and the target, enabling you to feel each other's emotions. You and the target can communicate empathetically, sharing emotions, at a distance of up to 1 mile. +**Heightened (4th)** You can target up to 4 willing creatures, and the duration increases to 8 hours. diff --git a/content/mechanics/spells/Spells/Level 2/Empty Pack.md b/content/mechanics/spells/Spells/Level 2/Empty Pack.md new file mode 100644 index 000000000..23ec3a96f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Empty Pack.md @@ -0,0 +1,38 @@ +--- +name: Empty Pack +alias: Empty Pack +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: illusion +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 container of 2 Bulk or less +source: "Pathfinder Dark Archive" +duration: 1 hour +traits: + - common + - illusion +components: + - material + - somatic +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You render every item inside the container you touch [[Invisible]], although the container itself remains visible. The items within are undetected to all creatures, though a creature can attempt to find an item by reaching into the bag, making an item [[Hidden]] to them instead if they succeed. Additionally, the spell doesn't prevent the items from making protrusions in the bag, adding weight, making noise when jostling around, and so on. However, the spell prevents anything within the container from falling out if it's upended. Any object removed from the container becomes visible and remains visible even if returned to the container. +**Heightened (4th)** The duration is until the next time you make your daily preparations. diff --git a/content/mechanics/spells/Spells/Level 2/Endure Elements.md b/content/mechanics/spells/Spells/Level 2/Endure Elements.md new file mode 100644 index 000000000..9f67a3ff4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Endure Elements.md @@ -0,0 +1,42 @@ +--- +name: Endure Elements +alias: Endure Elements +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 2 +school: abjuration +type: utility +traditions: [arcane, divine, primal] +spelllist: elemental +time: 10 minutes +pf2etime: "" +range: touch +target: 1 willing creature +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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). +**Heightened (3rd)** The target is protected from severe cold and heat. +**Heightened (5th)** The target is protected from severe cold, severe heat, extreme cold, and extreme heat. diff --git a/content/mechanics/spells/Spells/Level 2/Enhance Victuals.md b/content/mechanics/spells/Spells/Level 2/Enhance Victuals.md new file mode 100644 index 000000000..dfefa8cef --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Enhance Victuals.md @@ -0,0 +1,41 @@ +--- +name: Enhance Victuals +alias: Enhance Victuals +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [divine, primal] +time: 1 minute +pf2etime: "" +range: touch +target: up to 1 gallon of non-magical water or up to 5 pounds of food +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**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. diff --git a/content/mechanics/spells/Spells/Level 2/Enlarge.md b/content/mechanics/spells/Spells/Level 2/Enlarge.md new file mode 100644 index 000000000..e5cb57ebf --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Enlarge.md @@ -0,0 +1,44 @@ +--- +name: Enlarge +alias: Enlarge +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [arcane, primal] +deities: Balumbdar, Baphomet, Gorum, Iomedae, Keepers of the Hearth, Kostchtchie, Kurgess, Rovagug, The Laborer's Bastion +bloodline: demonic +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 willing creature +source: "Pathfinder Core Rulebook" +duration: 5 minutes +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**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. +**Heightened (6th)** Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Entangle.md b/content/mechanics/spells/Spells/Level 2/Entangle.md new file mode 100644 index 000000000..0fbf83fd1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Entangle.md @@ -0,0 +1,43 @@ +--- +name: Entangle +alias: Entangle +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 2 +school: transmutation +type: save +traditions: [primal] +deities: Green Man, Nhimbaloth +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: reflex +basic: false +traits: + - common + - plant + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==plant== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Area all squares in a 20-foot burst that contain plants or fungi + +Plants and fungi 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Erase Trail.md b/content/mechanics/spells/Spells/Level 2/Erase Trail.md new file mode 100644 index 000000000..ed01ca0d3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Erase Trail.md @@ -0,0 +1,37 @@ +--- +name: Erase Trail +alias: Erase Trail +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 2 +school: abjuration +type: utility +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 100 feet +area: 40-foot burst +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +traits: + - uncommon + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==abjuration== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +*** +You drastically reduce all signs of one specific creature's passage from the area, including footprints, handprints, dirt, and minor changes caused to the surrounding environment, like the bending of grass. The DC of checks to Seek or Search and discover such signs within the area gains a +4 status bonus or is equal to your spell DC, whichever is higher. This spell doesn't repair objects the creature damaged, return slain creatures to life, or remove objects or garbage left behind. It also doesn't prevent others from noticing that the creature's trail ends or begins abruptly outside the area. Finally, this spell doesn't hide the creature from sight or prevent them from leaving new signs of their presence after this spell is cast. +**Heightened (+2)** The range increases by 100 feet, the area increases by 20 feet, and you can remove all signs of 1 additional creature's passage from the area. diff --git a/content/mechanics/spells/Spells/Level 2/Expeditious Excavation.md b/content/mechanics/spells/Spells/Level 2/Expeditious Excavation.md new file mode 100644 index 000000000..c2d8fd23d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Expeditious Excavation.md @@ -0,0 +1,48 @@ +--- +name: Expeditious Excavation +alias: Expeditious Excavation +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [arcane, primal] +deities: Kabriri, Magrim, Sairazul +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +source: "Pathfinder Lost Omens: Gods & Magic" +save: reflex +basic: false +traits: + - common + - earth + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==earth== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Saving Throw** `=this.save` +*** +You remove loose dirt, dust, gravel, sand, and the like (though not solid stone) up to the size of a 5-foot cube. Any Medium or smaller creature standing atop the earth when the spell is cast must attempt a Reflex save or Acrobatics check. +**Success** The creature is unaffected and can choose to either descend the pit without damage or move to the nearest available space of its choice. +**Failure** The creature falls [[Prone]] in the nearest available space of its choice, or falls into the pit if it prefers. +**Critical Failure** The creature falls into the pit excavated by the spell and lands Prone, taking falling damage as normal. + + +**Heightened (+2)** The spell can excavate an additional 5-foot cube of earth. If you excavate all four 5-foot cubes beneath a Large creature, it must attempt a Reflex save or Acrobatics check, as above. diff --git a/content/mechanics/spells/Spells/Level 2/Extract Poison.md b/content/mechanics/spells/Spells/Level 2/Extract Poison.md new file mode 100644 index 000000000..d9c5c4750 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Extract Poison.md @@ -0,0 +1,35 @@ +--- +name: Extract Poison +alias: Extract Poison +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: abjuration +type: utility +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 poison on or in an object +source: "Pathfinder Secrets of Magic" +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add 1d6 poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Faerie Fire.md b/content/mechanics/spells/Spells/Level 2/Faerie Fire.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 2/Faerie Fire.md rename to content/mechanics/spells/Spells/Level 2/Faerie Fire.md index f81258dae..b84966edc 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Faerie Fire.md +++ b/content/mechanics/spells/Spells/Level 2/Faerie Fire.md @@ -27,18 +27,15 @@ traits: components: - somatic - verbal -description: > - 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]]. --- # `=this.name` ==light== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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]]. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/False Life.md b/content/mechanics/spells/Spells/Level 2/False Life.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 2/False Life.md rename to content/mechanics/spells/Spells/Level 2/False Life.md index f429768f3..5bc7a046a 100644 --- a/content/Mechanics/Spells/Spells/Level 2/False Life.md +++ b/content/mechanics/spells/Spells/Level 2/False Life.md @@ -24,20 +24,16 @@ traits: components: - somatic - verbal -description: > - You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier. - - **Heightened (+1)** The temporary Hit Points increase by 3. --- # `=this.name` ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier. +**Heightened (+1)** The temporary Hit Points increase by 3. diff --git a/content/mechanics/spells/Spells/Level 2/Fear the Sun.md b/content/mechanics/spells/Spells/Level 2/Fear the Sun.md new file mode 100644 index 000000000..ea49af16b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Fear the Sun.md @@ -0,0 +1,47 @@ +--- +name: Fear the Sun +alias: Fear the Sun +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: transmutation +type: save +traditions: [arcane, divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder #172: Secrets of the Temple-City" +save: fortitude +basic: false +traits: + - uncommon + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You cause the creature's vision to become particularly sensitive. The creature must attempt a Fortitude save. The creature is then temporarily immune for 1 minute. +**Critical Success** The creature is unaffected. +**Success** The creature is [[Dazzled]] for 1 round. +**Failure** The creature is dazzled for 1 minute. +**Critical Failure** The creature gains Light Blindness for 1 minute. If the creature is already exposed to bright light, it immediately becomes [[Blinded]], as it isn't acclimated to its newly acquired light blindness. + + +**Heightened (6th)** You can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Feast of Ashes.md b/content/mechanics/spells/Spells/Level 2/Feast of Ashes.md new file mode 100644 index 000000000..73f5d4361 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Feast of Ashes.md @@ -0,0 +1,51 @@ +--- +name: Feast of Ashes +alias: Feast of Ashes +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: necromancy +type: save +traditions: [arcane, occult, primal] +deities: Fumeiyoshi, Trelmarixian +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +target: 1 living creature +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 week +save: fortitude +basic: false +traits: + - common + - curse + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==curse== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You curse the target with a hunger no food can sate. You can Dismiss the spell. The target must attempt a Fortitude save. +**Critical Success** The creature is unaffected and is temporarily immune for 1 hour. +**Success** The creature is [[Fatigued]] for 1 round. +**Failure** The creature is immediately afflicted by hunger as if it hadn't eaten food in days. It becomes Fatigued and takes 1d4 damage each day that can't be healed until it sates its hunger. No amount of eating can sate the creature's hunger during the spell's duration. After the spell's duration, the creature takes damage from starvation. +**Critical Failure** As failure but the creature takes 2d4 damage each day, twice as much as usual for hunger. + + +**Heightened (+1)** The hunger becomes more unbearable, increasing the damage each day by 1d4, or by 2d4 on a critical failure. diff --git a/content/mechanics/spells/Spells/Level 2/Feral Shades.md b/content/mechanics/spells/Spells/Level 2/Feral Shades.md new file mode 100644 index 000000000..b2c3a4314 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Feral Shades.md @@ -0,0 +1,39 @@ +--- +name: Feral Shades +alias: Feral Shades +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 2 +school: necromancy +type: save +traditions: [primal] +deities: Orcus +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot cone +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: true +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal 2d4 slashing damage and 2d4 negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: prone creatures or those taking persistent bleed damage take a -2 status penalty to the save. +**Heightened (+1)** The slashing damage and the negative damage each increase by 1d4. diff --git a/content/mechanics/spells/Spells/Level 2/Final Sacrifice.md b/content/mechanics/spells/Spells/Level 2/Final Sacrifice.md new file mode 100644 index 000000000..811cc8dc5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Final Sacrifice.md @@ -0,0 +1,44 @@ +--- +name: Final Sacrifice +alias: Final Sacrifice +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: evocation +type: save +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature with the minion trait that you summoned or permanently control +source: "Pathfinder Advanced Player's Guide" +save: reflex +basic: true +traits: + - common + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and the explosion deals 6d6 fire damage to creatures within 20 feet of it (basic Reflex save). If the target has the cold or water trait, the spell instead deals cold damage and gains the cold trait in place of the fire trait. If used on a creature that isn't mindless, this spell has the evil trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by Command Undead, automatically fails and breaks the controlling effect. +**Heightened (+1)** The damage increases by 2d6 fire damage. diff --git a/content/mechanics/spells/Spells/Level 2/Flame Wisp.md b/content/mechanics/spells/Spells/Level 2/Flame Wisp.md new file mode 100644 index 000000000..3c406fc8d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Flame Wisp.md @@ -0,0 +1,38 @@ +--- +name: Flame Wisp +alias: Flame Wisp +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: evocation +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Three faintly glowing wisps of fire float around your head. Each time you hit a creature with a Strike, one of the wisps goes hurtling towards that creature, dealing 1d4 fire damage. If you Cast a Spell with the fire trait while you have fewer than three wisps, a new wisp appears. +**Heightened (+2)** The damage increases by 1d4. diff --git a/content/mechanics/spells/Spells/Level 2/Flaming Sphere.md b/content/mechanics/spells/Spells/Level 2/Flaming Sphere.md new file mode 100644 index 000000000..011c98f14 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Flaming Sphere.md @@ -0,0 +1,48 @@ +--- +name: Flaming Sphere +alias: Flaming Sphere +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: evocation +type: save +traditions: [arcane, primal] +deities: Lubaiko, Nurgal, Ra, The Path of the Heavens +bloodline: diabolic +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +save: reflex +basic: false +traits: + - common + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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, the first time you Sustain this Spell, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature in that square. + +Creatures that succeed at their save take no damage (instead of half). +**Heightened (+1)** The damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Level 2/Fungal Hyphae.md b/content/mechanics/spells/Spells/Level 2/Fungal Hyphae.md new file mode 100644 index 000000000..360ca8d51 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Fungal Hyphae.md @@ -0,0 +1,38 @@ +--- +name: Fungal Hyphae +alias: Fungal Hyphae +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 2 +school: necromancy +type: utility +traditions: [primal] +deities: Cyth-V'sug +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 minute +traits: + - common + - fungus + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==fungus== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Thin hyphae grow from your feet and plunge into the earth, creating a symbiotic fungal network that attaches to plants within 30 feet and connects you to their root systems. You gain an imprecise tremorsense allowing you to sense anything directly touching plants within that distance. If you move, the hyphae snap and the spell ends. +**Heightened (4th)** You can control plants in the area to a small degree, allowing you to make Strikes with tree branches, exposed roots, or similarly solid plants. To do so, you use a Strike action, but you can Strike any creature you can detect with your tremorsense. These are melee spell attacks that deal 2d8 bludgeoning damage plus your spellcasting ability modifier. Unusual plants, such as thorny vines, might deal a different type of damage at the GM's discretion. You can't make any other attacks through these plants, or take any other actions through them, other than these Strikes. +**Heightened (6th)** As 4th level, but you can use other simple manipulate actions through the plants, including having a branch pick an object up or open a door, though more complex actions, such as picking a lock or disabling a trap, remain impossible. diff --git a/content/mechanics/spells/Spells/Level 2/Fungal Infestation.md b/content/mechanics/spells/Spells/Level 2/Fungal Infestation.md new file mode 100644 index 000000000..1039027fd --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Fungal Infestation.md @@ -0,0 +1,44 @@ +--- +name: Fungal Infestation +alias: Fungal Infestation +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 2 +school: conjuration +type: save +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +area: 15-foot cone +source: "Pathfinder Advanced Player's Guide" +save: fortitude +basic: false +traits: + - common + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent Poison damage, and each creature must attempt a Fortitude save. +**Critical Success** The creature is unaffected. +**Success** The target takes half the persistent poison damage. +**Failure** The target takes the full persistent poison damage. While it is taking this persistent poison damage, it has weakness 1 to fire and weakness 1 to slashing. +**Critical Failure** As failure, but double the persistent poison damage. While it is taking this persistent poison damage, it has weakness 2 to fire and weakness 2 to slashing. + + +**Heightened (+2)** The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure. diff --git a/content/mechanics/spells/Spells/Level 2/Gentle Repose.md b/content/mechanics/spells/Spells/Level 2/Gentle Repose.md new file mode 100644 index 000000000..f33bffe4f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Gentle Repose.md @@ -0,0 +1,42 @@ +--- +name: Gentle Repose +alias: Gentle Repose +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: necromancy +type: utility +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 corpse +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**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). diff --git a/content/mechanics/spells/Spells/Level 2/Ghoulish Cravings.md b/content/mechanics/spells/Spells/Level 2/Ghoulish Cravings.md new file mode 100644 index 000000000..4f2e2b3ad --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Ghoulish Cravings.md @@ -0,0 +1,55 @@ +--- +name: Ghoulish Cravings +alias: Ghoulish Cravings +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: necromancy +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - disease + - evil + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==disease== | ==evil== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The target is unaffected. +**Success** The target is afflicted with ghoul fever at stage 1. +**Failure** The target is afflicted with ghoul fever at stage 2. +**Critical Failure** The target is afflicted with ghoul fever at stage 3. + + + +**Ghoul Fever (disease) Level 3** + +Stage 1 carrier with no ill effects (1 day) +Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day) +Stage 3 as stage 2 (1 day) +Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day) +Stage 5 as stage 4 (1 day) +Stage 6 the creature dies and rises as a ghoul at the next midnight diff --git a/content/mechanics/spells/Spells/Level 2/Glitterdust.md b/content/mechanics/spells/Spells/Level 2/Glitterdust.md new file mode 100644 index 000000000..4fca4b09d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Glitterdust.md @@ -0,0 +1,44 @@ +--- +name: Glitterdust +alias: Glitterdust +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: evocation +type: save +traditions: [arcane, primal] +deities: Ashava, Cosmic Caravan +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 10-foot burst +source: "Pathfinder Core Rulebook" +save: reflex +basic: false +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The target is unaffected. +**Success** The target's invisibility is negated for 2 rounds. +**Failure** The target is [[Dazzled]] for 1 minute and its invisibility is negated for 1 minute. +**Critical Failure** The target is [[Blinded]] for 1 round and Dazzled for 10 minutes. Its invisibility is negated for 10 minutes. diff --git a/content/mechanics/spells/Spells/Level 2/Grave Impressions.md b/content/mechanics/spells/Spells/Level 2/Grave Impressions.md new file mode 100644 index 000000000..485a80f1e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Grave Impressions.md @@ -0,0 +1,39 @@ +--- +name: Grave Impressions +alias: Grave Impressions +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: necromancy +type: utility +traditions: [divine, occult] +time: 1 minute +pf2etime: "" +range: touch +target: 1 corpse +source: "Pathfinder #169: Kindled Magic" +duration: 10 minutes +traits: + - uncommon + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You project a fragment of your senses into the corpse. While within 500 feet of the corpse (even if it's outside your line of sight or line of effect), you can see from where the target corpse had eyes using your normal visual senses, and you can hear from where the corpse had ears using your normal auditory senses. You can switch between your own vision and hearing, and the corpse's senses, with a single action that has the concentrate trait. If the corpse naturally lacked eyes or hearing organs in life, you cannot use that sense when using this spell. If the corpse is moved from its location, the spell ends. +**Heightened (4th)** The duration increases to 1 hour. +**Heightened (6th)** The duration lasts until the next time you make your daily preparations. diff --git a/content/mechanics/spells/Spells/Level 2/Guiding Star.md b/content/mechanics/spells/Spells/Level 2/Guiding Star.md new file mode 100644 index 000000000..6d7bddc18 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Guiding Star.md @@ -0,0 +1,39 @@ +--- +name: Guiding Star +alias: Guiding Star +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 2 +school: divination +type: utility +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: planetary +target: 1 creature you've met +source: "Pathfinder Secrets of Magic" +duration: until your next daily preparations +traits: + - common + - detection + - mental + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==detection== | ==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Heat Metal.md b/content/mechanics/spells/Spells/Level 2/Heat Metal.md new file mode 100644 index 000000000..029120b59 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Heat Metal.md @@ -0,0 +1,50 @@ +--- +name: Heat Metal +alias: Heat Metal +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: evocation +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 metal item or metal creature +source: "Pathfinder Advanced Player's Guide" +save: reflex +basic: false +traits: + - common + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals 4d6 fire damage and 2d4 persistent fire damage to the creature, which must attempt a Reflex saving throw. + +If you target an item held by the creature, the creature can Release the item to improve their degree of success by one step from the result of their saving throw. The persistent damage is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the persistent damage as normal, since the item remains hot and can sear someone who picks it up. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage and the object deals no persistent fire damage. +**Failure** The creature takes full damage and the object deals full persistent damage. +**Critical Failure** As failure, but the creature takes double damage and the object deals double persistent damage. + + +**Heightened (+1)** The initial damage increases by 2d6 and the persistent damage increases by 1d4. diff --git a/content/mechanics/spells/Spells/Level 2/Hideous Laughter.md b/content/mechanics/spells/Spells/Level 2/Hideous Laughter.md new file mode 100644 index 000000000..4915d879e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Hideous Laughter.md @@ -0,0 +1,48 @@ +--- +name: Hideous Laughter +alias: Hideous Laughter +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Bes, Kofusachi, The Lantern King +bloodline: fey +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 living creature +source: "Pathfinder Core Rulebook" +duration: sustained +save: will +basic: false +traits: + - common + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +The target is overtaken with uncontrollable laughter. It must attempt a Will save.**Critical Success** The target is unaffected. +**Success** The target is plagued with uncontrollable laugher. It can't use reactions. +**Failure** The target is [[Slowed]] 1 and can't use reactions. +**Critical Failure** The target falls [[Prone]] and can't use actions or reactions for 1 round. It then suffers the failure effects. diff --git a/content/mechanics/spells/Spells/Level 2/Horrifying Blood Loss.md b/content/mechanics/spells/Spells/Level 2/Horrifying Blood Loss.md new file mode 100644 index 000000000..4c8634dea --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Horrifying Blood Loss.md @@ -0,0 +1,50 @@ +--- +name: Horrifying Blood Loss +alias: Horrifying Blood Loss +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: enchantment +type: save +traditions: [arcane, divine, occult] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: 30 feet +target: 1 creature taking bleed damage +source: "Pathfinder #181: Zombie Feast" +duration: varies +save: will +basic: false +traits: + - uncommon + - curse + - emotion + - fear + - mental + - enchantment +components: + - verbal +--- +# `=this.name` +==uncommon== | ==curse== | ==emotion== | ==fear== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You curse the target, filling it with terror at the loss of its blood. The target must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** The target is [[Frightened]] 1. +**Failure** The target is [[Frightened]] 2. Until it stops bleeding, its frightened value can't decrease below frightened 1. +**Critical Failure** As failure, but the target is [[Frightened]] 3. + + +**Heightened (4th)** You even terrify witnesses with the copious quantities of blood. You can target up to four creatures as secondary targets. These secondary targets don't need to be bleeding but must be able to see the primary target. Secondary targets must also attempt Will saves, with the same results, except their restriction on decreasing their frightened value depends on whether the primary target is still bleeding. diff --git a/content/mechanics/spells/Spells/Level 2/Humanoid Form.md b/content/mechanics/spells/Spells/Level 2/Humanoid Form.md new file mode 100644 index 000000000..1200f2cf1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Humanoid Form.md @@ -0,0 +1,42 @@ +--- +name: Humanoid Form +alias: Humanoid Form +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [arcane, occult, primal] +deities: Arshea, Belial, Daikitsu, Isis, Nyarlathotep (The Crawling Chaos) +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**Heightened (3rd)** You gain darkvision or low-light vision if the form you assume has that ability. +**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. diff --git a/content/mechanics/spells/Spells/Level 2/Ignite Fireworks.md b/content/mechanics/spells/Spells/Level 2/Ignite Fireworks.md new file mode 100644 index 000000000..22a20c8c3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Ignite Fireworks.md @@ -0,0 +1,49 @@ +--- +name: Ignite Fireworks +alias: Ignite Fireworks +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 10-foot burst +source: "Pathfinder Secrets of Magic" +save: reflex +basic: false +traits: + - common + - fire + - sonic + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==sonic== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage and is [[Dazzled]] for 1 round. +**Failure** The creature takes full damage and is dazzled for 3 rounds. +**Critical Failure** The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute. + + +**Heightened (+2)** The initial fire damage increases by 1d8, the sonic damage increases by 1d8, and the persistent fire damage a creature takes on a critical failure increases by 1d4. diff --git a/content/mechanics/spells/Spells/Level 2/Illusory Creature.md b/content/mechanics/spells/Spells/Level 2/Illusory Creature.md new file mode 100644 index 000000000..e6d390cd3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Illusory Creature.md @@ -0,0 +1,47 @@ +--- +name: Illusory Creature +alias: Illusory Creature +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: illusion +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +source: "Pathfinder Core Rulebook" +duration: sustained +traits: + - common + - auditory + - olfactory + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==olfactory== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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 an immediate Perception check to disbelieve the spell. 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. +**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). diff --git a/content/mechanics/spells/Spells/Level 2/Imp Sting.md b/content/mechanics/spells/Spells/Level 2/Imp Sting.md new file mode 100644 index 000000000..0c649250d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Imp Sting.md @@ -0,0 +1,52 @@ +--- +name: Imp Sting +alias: Imp Sting +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: necromancy +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder #160: Assault on Hunting Lodge Seven" +save: fortitude +basic: false +traits: + - uncommon + - evil + - poison + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==evil== | ==poison== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You reproduce an imp's evil, poisonous sting, stabbing at an enemy and possibly affecting them with the devil's benumbing venom. You deal 1d4 piercing damage to the touched creature and afflict the creature with imp venom. If the target takes piercing damage, they also take 1d6 evil damage and must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target takes 1d6 poison damage. +**Failure** The target is afflicted with Imp Venom at stage 1. +**Critical Failure** The target is afflicted with imp venom at stage 2. + + + +**Imp Venom (poison) Level 3** + +Maximum Duration 6 rounds +Stage 1 1d6 poison damage and [[Clumsy]] 1 +Stage 2 1d6 poison damage, [[Clumsy]] 1, and [[Slowed]] 1 (1 round). diff --git a/content/mechanics/spells/Spells/Level 2/Impart Empathy.md b/content/mechanics/spells/Spells/Level 2/Impart Empathy.md new file mode 100644 index 000000000..79c55abf2 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Impart Empathy.md @@ -0,0 +1,42 @@ +--- +name: Impart Empathy +alias: Impart Empathy +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: enchantment +type: save +traditions: [occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 animal +source: "Pathfinder #175: Broken Tusk Moon" +duration: 1 day +save: will +basic: false +traits: + - uncommon + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You expand the target's ability to understand social cues that are normally beyond its comprehension. Any creature to which the target isn't unfriendly or hostile can use Diplomacy to Make an Impression on it and to make very simple Requests of it. This doesn't render the animal any more inclined to help than it otherwise would be. +**Heightened (4th)** The spell can also target plants and fungi. diff --git a/content/mechanics/spells/Spells/Level 2/Impeccable Flow.md b/content/mechanics/spells/Spells/Level 2/Impeccable Flow.md new file mode 100644 index 000000000..9f0c2af07 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Impeccable Flow.md @@ -0,0 +1,41 @@ +--- +name: Impeccable Flow +alias: Impeccable Flow +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine +level: 2 +school: divination +type: utility +traditions: [arcane, divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder #169: Kindled Magic" +duration: 1 minute +traits: + - uncommon + - lawful + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==lawful== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You attune yourself to an underlying cosmic order to the world. While you remain in tune with this power, you gain a +1 status bonus to Perception checks, saving throws, and skill checks. If you critically fail any check while under the effects of this spell, the bonus ends and you instead have a -1 status penalty to all checks for the remaining duration. +**Heightened (5th)** The status bonus increases to +2. +**Heightened (8th)** The status bonus increases to +3. + + + +Note: The automation for the critical failure effect defaults to 10 rounds and must be altered manually. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Inner Radiance Torrent.md b/content/mechanics/spells/Spells/Level 2/Inner Radiance Torrent.md new file mode 100644 index 000000000..1dfe91c74 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Inner Radiance Torrent.md @@ -0,0 +1,46 @@ +--- +name: Inner Radiance Torrent +alias: Inner Radiance Torrent +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: necromancy +type: save +traditions: [divine, occult] +time: 2 to 3 rounds +pf2etime: "" +area: 60-foot line +source: "Pathfinder Secrets of Magic" +save: reflex +basic: true +traits: + - common + - force + - light + - necromancy +components: +--- +# `=this.name` +==force== | ==light== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness. + + +**2** (somatic, verbal) The line is 60 feet long. +**3** (material, somatic, verbal) The line is 120-foot long. + + +**Two Rounds** The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you. + +**Heightened (+1)** The initial damage, as well as the additional damage for the 2-round casting time, each increase by 4d4, and the damage to adjacent creatures dealt while in your shining state increases by 1. diff --git a/content/mechanics/spells/Spells/Level 2/Instant Armor.md b/content/mechanics/spells/Spells/Level 2/Instant Armor.md new file mode 100644 index 000000000..c03f935cc --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Instant Armor.md @@ -0,0 +1,42 @@ +--- +name: Instant Armor +alias: Instant Armor +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: conjuration +type: utility +traditions: [arcane, divine, occult, primal] +time: 10 minutes +pf2etime: "" +source: "Pathfinder Secrets of Magic" +duration: 24 hours +traits: + - common + - contingency + - extradimensional + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==contingency== | ==extradimensional== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space that's linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don't gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn't been used by the time the spell's duration ends, the extradimensional space collapses, ejecting the armor's pieces on the ground under you. + +**Armor Up! | reaction | [[Manipulate]] | Effect** You snap your fingers. The armor returns to your body. + diff --git a/content/mechanics/spells/Spells/Level 2/Invisibility.md b/content/mechanics/spells/Spells/Level 2/Invisibility.md new file mode 100644 index 000000000..5203a628e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Invisibility.md @@ -0,0 +1,40 @@ +--- +name: Invisibility +alias: Invisibility +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Achaekek, Ketephys, Nalinivati, Ng, Nivi Rhombodazzle, Norgorber, Raumya, Shax, Yaezhing +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - illusion +components: + - material + - somatic +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. If the target uses a hostile action, the spell ends after that hostile action is completed. +**Heightened (4th)** The spell lasts 1 minute, but it doesn't end if the target uses a hostile action. diff --git a/content/mechanics/spells/Spells/Level 2/Iron Gut.md b/content/mechanics/spells/Spells/Level 2/Iron Gut.md new file mode 100644 index 000000000..ff1208fd8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Iron Gut.md @@ -0,0 +1,35 @@ +--- +name: Iron Gut +alias: Iron Gut +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 hour +traits: + - common + - transmutation +components: + - material + - somatic +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Your mouth, esophagus, and stomach become incredibly elastic and tougher than metal. For the duration of the spell, you can reach down your throat to store or retrieve a single object of light or negligible Bulk in your stomach, as though your stomach were a backpack or other container. Storing and retrieving an item in this way requires an Interact action. The object must be small enough to reasonably fit within your stomach. It is very difficult for other creatures to notice that you are hiding an object in this way; passive observers can't possibly notice and you gain a +4 circumstance bonus to your Stealth checks to Conceal an Object unless the searcher specifically searches your mouth and stomach. If at the end of the spell's duration you still have an object stored in your stomach, it is violently expelled, dealing 1d6 damage to you. +**Heightened (3rd)** The duration increases to 8 hours. diff --git a/content/Mechanics/Spells/Spells/Level 2/Knock.md b/content/mechanics/spells/Spells/Level 2/Knock.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 2/Knock.md rename to content/mechanics/spells/Spells/Level 2/Knock.md index 67fca5778..110123429 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Knock.md +++ b/content/mechanics/spells/Spells/Level 2/Knock.md @@ -25,19 +25,17 @@ traits: components: - somatic - verbal -description: > - 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]]. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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]]. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Lock Item.md b/content/mechanics/spells/Spells/Level 2/Lock Item.md new file mode 100644 index 000000000..ec10b17a1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Lock Item.md @@ -0,0 +1,48 @@ +--- +name: Lock Item +alias: Lock Item +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: abjuration +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 object held by 1 creature and the creature holding it +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +duration: varies +save: reflex +basic: false +traits: + - uncommon + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==abjuration== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +One object held by a creature becomes fused to that creature's hand and can't be put down. To Disarm or Steal the item, the result of the skill check must exceed the spell's DC or the normal DC, whichever is higher. To voluntarily drop the weapon, the target must spend an Interact action rather than a free action, and then succeed at a Reflex save. On a failed save, the action is wasted, but on a success, they drop the item and the spell ends. An unwilling creature must attempt an initial Reflex save against lock item. A willing creature can choose to critically fail the saving throw. +**Critical Success** The creature is unaffected. +**Success** The creature is affected for 1 round. +**Failure** The creature is affected for 4 rounds. +**Critical Failure** The creature is affected for 1 minute. + + +**Heightened (+2)** You can target either 1 additional object held by the same creature or 1 additional object held by 1 additional creature. diff --git a/content/Mechanics/Spells/Spells/Level 2/Loose Time's Arrow.md b/content/mechanics/spells/Spells/Level 2/Loose Time's Arrow.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 2/Loose Time's Arrow.md rename to content/mechanics/spells/Spells/Level 2/Loose Time's Arrow.md index b442db4b3..d23d59cd3 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Loose Time's Arrow.md +++ b/content/mechanics/spells/Spells/Level 2/Loose Time's Arrow.md @@ -25,17 +25,14 @@ traits: components: - somatic - verbal -description: > - You pluck the time stream like a bow-pull one string back, release, and watch a creature fly. All affected targets are [[Quickened]]. They can use the extra action only to Step or Stride. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You pluck the time stream like a bow-pull one string back, release, and watch a creature fly. All affected targets are [[Quickened]]. They can use the extra action only to Step or Stride. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Lucky Number.md b/content/mechanics/spells/Spells/Level 2/Lucky Number.md new file mode 100644 index 000000000..8682f5b96 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Lucky Number.md @@ -0,0 +1,40 @@ +--- +name: Lucky Number +alias: Lucky Number +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: divination +type: utility +traditions: [arcane, divine, occult] +time: 10 minutes +pf2etime: "" +source: "Pathfinder Secrets of Magic" +duration: until the next time you make your daily preparations +traits: + - common + - contingency + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==contingency== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +When you Cast this Spell, roll 1d20 and make a note of the result. You gain the That's My Number reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations. + +**That's My Number! | reaction | [[Divination]], [[Fortune]] | Trigger** You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check; **Effect** You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received. + diff --git a/content/Mechanics/Spells/Spells/Level 2/Magic Mouth.md b/content/mechanics/spells/Spells/Level 2/Magic Mouth.md similarity index 55% rename from content/Mechanics/Spells/Spells/Level 2/Magic Mouth.md rename to content/mechanics/spells/Spells/Level 2/Magic Mouth.md index e50af9593..2d08c0005 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Magic Mouth.md +++ b/content/mechanics/spells/Spells/Level 2/Magic Mouth.md @@ -27,18 +27,15 @@ traits: components: - somatic - verbal -description: > - You specify a trigger 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. --- # `=this.name` ==auditory== | ==visual== | ==illusion== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You specify a trigger 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Magnetic Attraction.md b/content/mechanics/spells/Spells/Level 2/Magnetic Attraction.md new file mode 100644 index 000000000..81d3a1608 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Magnetic Attraction.md @@ -0,0 +1,37 @@ +--- +name: Magnetic Attraction +alias: Magnetic Attraction +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: evocation +type: utility +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: up to 10 metal objects with a total Bulk of 1 or less +source: "Pathfinder Secrets of Magic" +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to Disarm the creature of the metal objects, making a spell attack roll instead of an Athletics check to do so. + +Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an Interact action. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Magnetic Repulsion.md b/content/mechanics/spells/Spells/Level 2/Magnetic Repulsion.md new file mode 100644 index 000000000..449ea46c5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Magnetic Repulsion.md @@ -0,0 +1,37 @@ +--- +name: Magnetic Repulsion +alias: Magnetic Repulsion +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: abjuration +type: utility +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a -1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is -2 and the squares adjacent to you are greater difficult terrain. + +While this spell is active, you require an additional Interact action before using a metal object (including to Strike with a metal weapon), and if you're wearing metal armor, you're [[Slowed]] 1. +**Heightened (+3)** The status penalty to attack rolls increases by 1. diff --git a/content/mechanics/spells/Spells/Level 2/Mimic Undead.md b/content/mechanics/spells/Spells/Level 2/Mimic Undead.md new file mode 100644 index 000000000..872e13bfc --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Mimic Undead.md @@ -0,0 +1,35 @@ +--- +name: Mimic Undead +alias: Mimic Undead +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: necromancy +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +requirements: You're a living creature +source: "Pathfinder Secrets of Magic" +duration: 10 minutes +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Requirements** `=this.requirements` +**Duration** `=this.duration` +*** +You take death and wrap it about you like a cloak-your colors wash out and your skin grows cold to the touch. Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a Perception check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to Impersonate an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to Impersonate any other sort of undead. Mindless undead usually don't have a reason to even attempt the Perception check to notice your Impersonation unless you interact with them in some way. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Mind Games.md b/content/mechanics/spells/Spells/Level 2/Mind Games.md new file mode 100644 index 000000000..3f8dc2ac9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Mind Games.md @@ -0,0 +1,46 @@ +--- +name: Mind Games +alias: Mind Games +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: enchantment +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder #169: Kindled Magic" +duration: sustained up to 1 minute +save: will +basic: false +cost: 3 gp game piece focus +traits: + - uncommon + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +**Cost** `=this.cost` +*** +You lock minds with the target, trying to mentally subdue them. The target must attempt a Will save. Each time you Sustain this Spell, the target attempts another Will save. +**Critical Success** You are [[Stunned]] 1 and the spell ends. +**Success** The target is unaffected. +**Failure** The target is stunned 1. +**Critical Failure** The target is [[Stunned]] 2. diff --git a/content/mechanics/spells/Spells/Level 2/Mirror Image.md b/content/mechanics/spells/Spells/Level 2/Mirror Image.md new file mode 100644 index 000000000..7c6667708 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Mirror Image.md @@ -0,0 +1,39 @@ +--- +name: Mirror Image +alias: Mirror Image +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Imbrex, Irez, Lady Jingxi, Suyuddha, Tsukiyo +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Misdirection.md b/content/mechanics/spells/Spells/Level 2/Misdirection.md new file mode 100644 index 000000000..617031a88 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Misdirection.md @@ -0,0 +1,39 @@ +--- +name: Misdirection +alias: Misdirection +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Adanye, Chaldira, Erecura, Mahathallah +time: 1 minute +pf2etime: "" +range: 30 feet +target: 2 creatures or objects +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - common + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Obscuring Mist.md b/content/mechanics/spells/Spells/Level 2/Obscuring Mist.md similarity index 56% rename from content/Mechanics/Spells/Spells/Level 2/Obscuring Mist.md rename to content/mechanics/spells/Spells/Level 2/Obscuring Mist.md index ac944db11..7d256955b 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Obscuring Mist.md +++ b/content/mechanics/spells/Spells/Level 2/Obscuring Mist.md @@ -27,18 +27,15 @@ components: - material - somatic - verbal -description: > - 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. --- # `=this.name` ==water== | ==conjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Pack Attack.md b/content/mechanics/spells/Spells/Level 2/Pack Attack.md similarity index 52% rename from content/Mechanics/Spells/Spells/Level 2/Pack Attack.md rename to content/mechanics/spells/Spells/Level 2/Pack Attack.md index 5ac7d840f..93c0c6b58 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Pack Attack.md +++ b/content/mechanics/spells/Spells/Level 2/Pack Attack.md @@ -25,19 +25,15 @@ traits: components: - somatic - verbal -description: > - You and one other target gain an uncanny coordination that helps you take down foes. You and the other target flank any enemy to which you are both adjacent, whether or not you are on opposite sides of the enemy's space. - - **Heightened (5th)** The spell can target you and up to 4 willing creatures touched. --- # `=this.name` ==uncommon== | ==mental== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You and one other target gain an uncanny coordination that helps you take down foes. You and the other target flank any enemy to which you are both adjacent, whether or not you are on opposite sides of the enemy's space. +**Heightened (5th)** The spell can target you and up to 4 willing creatures touched. diff --git a/content/mechanics/spells/Spells/Level 2/Paranoia.md b/content/mechanics/spells/Spells/Level 2/Paranoia.md new file mode 100644 index 000000000..821d2d35b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Paranoia.md @@ -0,0 +1,45 @@ +--- +name: Paranoia +alias: Paranoia +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 2 +school: illusion +type: save +traditions: [occult] +deities: Gyronna, Imot +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: will +basic: false +traits: + - common + - mental + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**Critical Success** The target is unaffected. +**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. +**Failure** As success, but the effect lasts 1 minute. +**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. +**Heightened (6th)** You can target up to 5 creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Penumbral Disguise.md b/content/mechanics/spells/Spells/Level 2/Penumbral Disguise.md new file mode 100644 index 000000000..e01332eba --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Penumbral Disguise.md @@ -0,0 +1,47 @@ +--- +name: Penumbral Disguise +alias: Penumbral Disguise +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Dajermube +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 willing creature +source: "Pathfinder #172: Secrets of the Temple-City" +duration: 10 minutes +traits: + - uncommon + - shadow + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==shadow== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You wrap the target in shadows, granting them a +1 status bonus to Stealth checks to Hide while in dim light or darkness. + +In addition, the shadows mask the creature's features. While the creature is in dim light or darkness, other creatures must succeed at a Seek action against the spell's DC to discern details about the target's appearance. For example, without using Seek, other creatures can determine the target's general shape (such as humanoid), but they would need to Seek to determine the target's precise appearance or any other identifying information. + +Creatures with darkvision can still see the target and their features normally. The target's normal appearance is revealed in bright light. +**Heightened (4th)** The status bonus is +2. Creatures with darkvision can no longer discern details about the target while the target is in dim light or darkness without Seeking, though creatures with greater darkvision can still determine these details. +**Heightened (6th)** As 4th level, except the status bonus is +3 and creatures without darkvision can't determine even general details about the target while the target is in dim light or darkness unless they successfully Seek the target; these creatures see a vague shadow instead. Even on a successful Seek, they only determine general features, though they can see details on a critical success. +**Heightened (8th)** As 6th level, except the status bonus is +4 and even creatures with greater darkvision must Seek to discern details about the target while the target is in dim light or darkness. diff --git a/content/mechanics/spells/Spells/Level 2/Persistent Servant.md b/content/mechanics/spells/Spells/Level 2/Persistent Servant.md new file mode 100644 index 000000000..ffb8b9e7b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Persistent Servant.md @@ -0,0 +1,42 @@ +--- +name: Persistent Servant +alias: Persistent Servant +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: conjuration +type: utility +traditions: [arcane, occult] +time: 1 minute +pf2etime: "" +range: 120 feet +area: 60-foot burst +source: "Pathfinder Secrets of Magic" +duration: until your next daily preparations +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +You call forth an unseen servant and task it to perform a specific chore repeatedly. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration, though it can't ever leave the spell's area. + +The servant isn't a minion, and you don't need to Sustain the Spell in order for it to continue to act. However, it acts on its own time, and thus can't accomplish anything useful during an encounter, even if an encounter happens within the spell's range. + +Tasks that rely on timing, discretion, or significant manual dexterity are doomed to failure. For instance, a servant tasked to pick objects off the floor won't discriminate between trash, misplaced treasure, or objects that are supposed to be on the floor, like a mousetrap. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Phantasmal Treasure.md b/content/mechanics/spells/Spells/Level 2/Phantasmal Treasure.md new file mode 100644 index 000000000..08d8f485b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Phantasmal Treasure.md @@ -0,0 +1,45 @@ +--- +name: Phantasmal Treasure +alias: Phantasmal Treasure +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: illusion +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 living creature +source: "Pathfinder Advanced Player's Guide" +duration: varies +save: will +basic: false +traits: + - common + - emotion + - mental + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure-be it a pile of items, a deific avatar, or a cherished loved one or hero. The target's response to the treasure is based on the outcome of the target's Will save. +**Critical Success** The target is unaffected. +**Success** The target becomes [[Fascinated]] with the treasure, and the duration is until the end of its turn. The target can also try to disbelieve the illusion if it touches the treasure Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target disbelieves the illusion, the spell ends. +**Failure** As success, but the duration is 1 minute. +**Critical Failure** As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also Interact to converse with it.) diff --git a/content/mechanics/spells/Spells/Level 2/Phantom Crowd.md b/content/mechanics/spells/Spells/Level 2/Phantom Crowd.md new file mode 100644 index 000000000..fe29ddd59 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Phantom Crowd.md @@ -0,0 +1,41 @@ +--- +name: Phantom Crowd +alias: Phantom Crowd +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: illusion +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 5-foot burst +source: "Pathfinder Secrets of Magic" +duration: sustained up to 10 minutes +traits: + - common + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a Seek action to examine the crowd can attempt to disbelieve your illusion. The crowd is difficult terrain for anyone who hasn't disbelieved the illusion. + +When you spend 1 or more actions to cast a composition spell or to perform an activity that includes a Performance check, you can also Sustain this Spell as part of that action. +**Heightened (+1)** The crowd occupies an additional 10-foot square in range. The additional square doesn't need to be adjacent to any other square created by the spell. It can overlap, but there's no additional effect in the overlapped squares. diff --git a/content/mechanics/spells/Spells/Level 2/Phantom Steed.md b/content/mechanics/spells/Spells/Level 2/Phantom Steed.md new file mode 100644 index 000000000..3e0735148 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Phantom Steed.md @@ -0,0 +1,42 @@ +--- +name: Phantom Steed +alias: Phantom Steed +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: conjuration +type: utility +traditions: [arcane, occult, primal] +deities: General Susumu +time: 10 minutes +pf2etime: "" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: 8 hours +traits: + - common + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (4th)** The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. +**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. +**Heightened (6th)** The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain. diff --git a/content/mechanics/spells/Spells/Level 2/Quench.md b/content/mechanics/spells/Spells/Level 2/Quench.md new file mode 100644 index 000000000..418d936ca --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Quench.md @@ -0,0 +1,46 @@ +--- +name: Quench +alias: Quench +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 2 +school: abjuration +type: save +traditions: [primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Advanced Player's Guide" +duration: sustained +save: fortitude +basic: true +traits: + - common + - water + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==water== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You cause the air in the area to become supersaturated with water vapor. Non-magical fires within the area are automatically extinguished. Fire creatures within the area take 4d8 damage (basic Fortitude save). Choose one magical fire, fire spell, or fire item in the area and attempt to counteract it. If you succeed against an item, the item loses its fire properties for 10 minutes (for instance, a +1 Flaming Longsword would become a +1 Longsword). If the target is an artifact or similarly powerful item, you automatically fail to counteract it. + +The first time each round you Sustain this spell, you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires. + +If you have the Counterspell reaction, you can use quench to counter any spell with the fire trait instead of needing to have the triggering fire spell prepared or in your repertoire. +**Heightened (+1)** Increase the damage to fire creatures by 2d8. diff --git a/content/mechanics/spells/Spells/Level 2/Radiant Field.md b/content/mechanics/spells/Spells/Level 2/Radiant Field.md new file mode 100644 index 000000000..bf47d6842 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Radiant Field.md @@ -0,0 +1,46 @@ +--- +name: Radiant Field +alias: Radiant Field +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: evocation +type: save +traditions: [arcane, divine, occult, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder #172: Secrets of the Temple-City" +duration: 1 minute +save: fortitude +basic: false +traits: + - uncommon + - light + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==light== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You create an area of bright light. Creatures with Light Blindness that are [[Blinded]] by radiant field and remain in the area must attempt a Fortitude save at the start of their turns. On a failure, a creature remains blinded for 1 round; this is an incapacitation effect. + +This spell also suppresses magical darkness of your radiant field spell's level or lower. +**Heightened (4th)** Creatures seen through the area are [[Concealed]] to creatures with light blindness, even those that are outside the area. diff --git a/content/mechanics/spells/Spells/Level 2/Rapid Adaptation.md b/content/mechanics/spells/Spells/Level 2/Rapid Adaptation.md new file mode 100644 index 000000000..0133ccb3c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Rapid Adaptation.md @@ -0,0 +1,45 @@ +--- +name: Rapid Adaptation +alias: Rapid Adaptation +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: your companion or eidolon +source: "Pathfinder Secrets of Magic" +duration: 1 hour +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. The target gains one of the following natural adaptations based on the surrounding environment. + +**Aquatic** The target gains a swim Speed equal to its land Speed. If it already had a swim Speed, it gains a +10-foot status bonus to its swim Speed. +**Arctic** The target isn't affected by severe or extreme cold, and when it rolls a success on an Acrobatics check to Balance on ice and snow, it gets a critical success instead. +**Desert** The target isn't affected by severe or extreme heat, and when it rolls a success on an Acrobatics check to Balance on sand, it gets a critical success instead. +**Forest** The target gains scent as an imprecise sense with a range of 30 feet. +**Mountain** The target isn't [[Flat-Footed]] when Climbing, and when it rolls a success on an Acrobatics check to Balance on rubble, it gets a critical success instead. +**Plains** The target gains a +10-foot status bonus to its land Speed. +**Underground** The target gains darkvision. diff --git a/content/mechanics/spells/Spells/Level 2/Reaper's Lantern.md b/content/mechanics/spells/Spells/Level 2/Reaper's Lantern.md new file mode 100644 index 000000000..c7de704e3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Reaper's Lantern.md @@ -0,0 +1,41 @@ +--- +name: Reaper's Lantern +alias: Reaper's Lantern +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: necromancy +type: utility +traditions: [divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Advanced Player's Guide" +duration: 1 minute +save: fortitude +basic: false +traits: + - common + - death + - light + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==death== | ==light== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell). Living creatures and undead in the area when you Cast the Spell, or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from healing effects while within the area. Undead targets that fail their Fortitude saves become [[Enfeebled]] 1 while within the area. Once a creature attempts a save against reaper's lantern, it uses the same outcome if it leaves the area and enters it again. + +Once per turn, starting on the turn after you cast reaper's lantern, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against reaper's lantern to attempt one. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Remove Fear.md b/content/mechanics/spells/Spells/Level 2/Remove Fear.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 2/Remove Fear.md rename to content/mechanics/spells/Spells/Level 2/Remove Fear.md index 33c1406f9..6f3243bd7 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Remove Fear.md +++ b/content/mechanics/spells/Spells/Level 2/Remove Fear.md @@ -24,18 +24,14 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. --- # `=this.name` ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +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. +**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Remove Paralysis.md b/content/mechanics/spells/Spells/Level 2/Remove Paralysis.md new file mode 100644 index 000000000..ff5f935d4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Remove Paralysis.md @@ -0,0 +1,38 @@ +--- +name: Remove Paralysis +alias: Remove Paralysis +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: necromancy +type: heal +traditions: [divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - healing + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==healing== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. +**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Resist Energy.md b/content/mechanics/spells/Spells/Level 2/Resist Energy.md new file mode 100644 index 000000000..ad870d62d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Resist Energy.md @@ -0,0 +1,45 @@ +--- +name: Resist Energy +alias: Resist Energy +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: abjuration +type: utility +traditions: [arcane, divine, occult, primal] +bloodline: draconic, elemental, wyrmblessed +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (4th)** The resistance increases to 10, and you can target up to two creatures. +**Heightened (7th)** The resistance increases to 15, and you can target up to five creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Restoration.md b/content/mechanics/spells/Spells/Level 2/Restoration.md new file mode 100644 index 000000000..d05abef95 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Restoration.md @@ -0,0 +1,44 @@ +--- +name: Restoration +alias: Restoration +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: necromancy +type: heal +traditions: [divine, occult, primal] +time: 1 minute +pf2etime: "" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - healing + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==healing== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. +**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. +**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. diff --git a/content/mechanics/spells/Spells/Level 2/Restore Senses.md b/content/mechanics/spells/Spells/Level 2/Restore Senses.md new file mode 100644 index 000000000..637abfaaf --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Restore Senses.md @@ -0,0 +1,38 @@ +--- +name: Restore Senses +alias: Restore Senses +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: necromancy +type: heal +traditions: [divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - healing + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==healing== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. +**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. diff --git a/content/mechanics/spells/Spells/Level 2/Rime Slick.md b/content/mechanics/spells/Spells/Level 2/Rime Slick.md new file mode 100644 index 000000000..023f8b61f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Rime Slick.md @@ -0,0 +1,44 @@ +--- +name: Rime Slick +alias: Rime Slick +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: evocation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 15-foot burst +source: "Pathfinder #151: The Show Must Go On" +duration: 1 minute +save: reflex +basic: true +traits: + - uncommon + - cold + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==cold== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You call down a chill wind. When you Cast this Spell, you deal 2d4 cold damage to each creature in the area (basic Reflex save). If a creature in the area critically fails its Reflex save and was standing, it also falls [[Prone]]. + +You also create a layer of ice on all surfaces in the area, which become difficult terrain. Unattended objects in the area become slick with ice, and picking them up requires a successful Reflex save or Acrobatics check against your spell DC. The ice melts on any object that takes fire damage as well as in any square included in the area of a higher-level spell or effect with the fire trait. +**Heightened (5th)** The damage increases to 8d4 cold damage and the area is a 30-foot burst. +**Heightened (8th)** The damage increases to 14d4 cold damage and the area is a 60-foot burst. diff --git a/content/mechanics/spells/Spells/Level 2/Scorching Ray.md b/content/mechanics/spells/Spells/Level 2/Scorching Ray.md new file mode 100644 index 000000000..03cad2d04 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Scorching Ray.md @@ -0,0 +1,42 @@ +--- +name: Scorching Ray +alias: Scorching Ray +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: evocation +type: attack +traditions: [arcane, primal] +spelllist: elemental +time: 1 to 3 +pf2etime: "" +range: 60 feet +target: 1 or more creatures +source: "Pathfinder Secrets of Magic" +traits: + - common + - attack + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage. + +For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit. +**Heightened (+1)** The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2-action and 3-action versions. diff --git a/content/mechanics/spells/Spells/Level 2/Sea Surge.md b/content/mechanics/spells/Spells/Level 2/Sea Surge.md new file mode 100644 index 000000000..e6cdec26b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Sea Surge.md @@ -0,0 +1,40 @@ +--- +name: Sea Surge +alias: Sea Surge +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: evocation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder #151: The Show Must Go On" +duration: until the start of your next turn +save: fortitude +basic: false +traits: + - uncommon + - water + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You slap or stomp on a nearby solid or liquid surface, sending a surge of water rushing away from you. The water forms a flat, 5-foot-thick, 10-foot-high wall of water between 5 and 15 feet wide (you decide). It moves 60 feet in a direction of your choice along the struck surface, extinguishing all non-magical fires, carrying along unattended objects of 1 Bulk or less, and pushing larger objects. The wave moves another 60 feet in the same direction at the start of your next turn, then vanishes. Large or smaller creatures in the area or that enter the area the wave moves through must attempt a Fortitude save. +**Success** The creature is unaffected. +**Failure** The creature is knocked [[Prone]]. If the creature was Swimming, it gets a critical failure instead. +**Critical Failure** The creature is pushed 20 feet in the wave's direction, is knocked Prone, and takes 3d6 bludgeoning damage. diff --git a/content/Mechanics/Spells/Spells/Level 2/See Invisibility.md b/content/mechanics/spells/Spells/Level 2/See Invisibility.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 2/See Invisibility.md rename to content/mechanics/spells/Spells/Level 2/See Invisibility.md index f818aded5..dded7b287 100644 --- a/content/Mechanics/Spells/Spells/Level 2/See Invisibility.md +++ b/content/mechanics/spells/Spells/Level 2/See Invisibility.md @@ -25,19 +25,15 @@ traits: components: - somatic - verbal -description: > - You can see [[Invisible]] creatures and objects. They appear to you as translucent shapes, and they are [[Concealed]] to you. - - **Heightened (5th)** The spell has a duration of 8 hours. --- # `=this.name` ==revelation== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You can see [[Invisible]] creatures and objects. They appear to you as translucent shapes, and they are [[Concealed]] to you. +**Heightened (5th)** The spell has a duration of 8 hours. diff --git a/content/mechanics/spells/Spells/Level 2/Shadow Zombie.md b/content/mechanics/spells/Spells/Level 2/Shadow Zombie.md new file mode 100644 index 000000000..615046d21 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Shadow Zombie.md @@ -0,0 +1,48 @@ +--- +name: Shadow Zombie +alias: Shadow Zombie +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 zombie of level 1 or lower +source: "Pathfinder #181: Zombie Feast" +duration: varies +save: will +basic: false +traits: + - uncommon + - shadow + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==shadow== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You cast a shadow over the target zombie, briefly turning it into shadowy vapor and controlling its movement. While in this vaporous state, the zombie is a minion under your control, 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 traits. It gains a fly Speed of 10 feet and can slip through tiny cracks. If the target is already your minion when you cast the spell, it doesn't get a saving throw and becomes vaporous for 10 minutes. If the target is not your minion, it can attempt a Will save to resist the spell. If it's already under someone else's command, the controlling creature also rolls a Will save, and the zombie uses the better result. +**Critical Success** The target is unaffected and is temporarily immune for 24 hours. +**Success** The target is unaffected. +**Failure** The target becomes your shadowy minion for 1 minute. +**Critical Failure** As failure, but for 10 minutes. + + +**Heightened (4th)** You can target a zombie of level 5 or lower. diff --git a/content/Mechanics/Spells/Spells/Level 2/Shape Wood.md b/content/mechanics/spells/Spells/Level 2/Shape Wood.md similarity index 55% rename from content/Mechanics/Spells/Spells/Level 2/Shape Wood.md rename to content/mechanics/spells/Spells/Level 2/Shape Wood.md index 9a0222030..de1e3ed27 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Shape Wood.md +++ b/content/mechanics/spells/Spells/Level 2/Shape Wood.md @@ -24,17 +24,14 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==plant== | ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Shatter.md b/content/mechanics/spells/Spells/Level 2/Shatter.md similarity index 52% rename from content/Mechanics/Spells/Spells/Level 2/Shatter.md rename to content/mechanics/spells/Spells/Level 2/Shatter.md index 98a7f9638..44c62f953 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Shatter.md +++ b/content/mechanics/spells/Spells/Level 2/Shatter.md @@ -25,19 +25,15 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 1d10, and the Hardness the spell ignores increases by 2. --- # `=this.name` ==sonic== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +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. +**Heightened (+1)** The damage increases by 1d10, and the Hardness the spell ignores increases by 2. diff --git a/content/mechanics/spells/Spells/Level 2/Shield Other.md b/content/mechanics/spells/Spells/Level 2/Shield Other.md new file mode 100644 index 000000000..510651236 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Shield Other.md @@ -0,0 +1,36 @@ +--- +name: Shield Other +alias: Shield Other +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 2 +school: necromancy +type: utility +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Shrink.md b/content/mechanics/spells/Spells/Level 2/Shrink.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 2/Shrink.md rename to content/mechanics/spells/Spells/Level 2/Shrink.md index c626dc337..adf55b3be 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Shrink.md +++ b/content/mechanics/spells/Spells/Level 2/Shrink.md @@ -25,19 +25,15 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (6th)** The spell can target up to 10 creatures. --- # `=this.name` ==polymorph== | ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (6th)** The spell can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Silence.md b/content/mechanics/spells/Spells/Level 2/Silence.md new file mode 100644 index 000000000..63c0a2bb2 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Silence.md @@ -0,0 +1,38 @@ +--- +name: Silence +alias: Silence +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: illusion +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 willing creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - illusion +components: + - material + - somatic +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +The target makes no sound, preventing creatures from noticing it using hearing 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. +**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). diff --git a/content/mechanics/spells/Spells/Level 2/Slough Skin.md b/content/mechanics/spells/Spells/Level 2/Slough Skin.md new file mode 100644 index 000000000..d63eced2f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Slough Skin.md @@ -0,0 +1,38 @@ +--- +name: Slough Skin +alias: Slough Skin +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: necromancy +type: utility +traditions: [arcane, primal] +deities: Diomazul, Narakaas, Vildeis +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 hour +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You continually and harmlessly slough off the top layer of your skin while new skin regenerates immediately, quickly moving damaging substances away from your body. The flat check to remove [[Persistent Damage]] from effects that coat your skin (such as most persistent acid damage) is reduced to 5, and you gain a +2 status bonus to your initial save against contact poison (but not to further saves, since by that point, the toxin has already entered your system). If you're suffering from an effect other than Persistent Damage that depends on continuous contact with your skin, if that effect allows a saving throw, you receive a new saving throw against that effect at the end of each turn when you attempt your flat checks against Persistent Damage, and you also receive a +2 status bonus to those saving throws. + +While affected by this spell, your continually shedding skin makes you much easier to Track. Anyone Tracking you gains a +2 circumstance bonus to do so, and you cannot Hide Your Tracks. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Sonata Span.md b/content/mechanics/spells/Spells/Level 2/Sonata Span.md new file mode 100644 index 000000000..c325c25af --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Sonata Span.md @@ -0,0 +1,37 @@ +--- +name: Sonata Span +alias: Sonata Span +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 2 +school: conjuration +type: utility +traditions: [occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot line +source: "Pathfinder Secrets of Magic" +duration: sustained +traits: + - common + - auditory + - sonic + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==sonic== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Duration** `=this.duration` +*** +By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Sound Burst.md b/content/mechanics/spells/Spells/Level 2/Sound Burst.md new file mode 100644 index 000000000..1c767a28c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Sound Burst.md @@ -0,0 +1,46 @@ +--- +name: Sound Burst +alias: Sound Burst +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: evocation +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +area: 10-foot burst +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - sonic + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==sonic== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is [[Deafened]] for 1 round. +**Critical Failure** The creature takes double damage, is Deafened for 1 minute, and is [[Stunned]] 1. + + +**Heightened (+1)** The damage increases by 1d10. diff --git a/content/Mechanics/Spells/Spells/Level 2/Speak with Animals.md b/content/mechanics/spells/Spells/Level 2/Speak with Animals.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 2/Speak with Animals.md rename to content/mechanics/spells/Spells/Level 2/Speak with Animals.md index 234115109..c1daf601d 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Speak with Animals.md +++ b/content/mechanics/spells/Spells/Level 2/Speak with Animals.md @@ -22,17 +22,14 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Spectral Hand.md b/content/mechanics/spells/Spells/Level 2/Spectral Hand.md new file mode 100644 index 000000000..0ec4cd889 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Spectral Hand.md @@ -0,0 +1,38 @@ +--- +name: Spectral Hand +alias: Spectral Hand +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: necromancy +type: utility +traditions: [arcane, occult] +deities: Abraxas, Monad +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Spider Climb.md b/content/mechanics/spells/Spells/Level 2/Spider Climb.md similarity index 53% rename from content/Mechanics/Spells/Spells/Level 2/Spider Climb.md rename to content/mechanics/spells/Spells/Level 2/Spider Climb.md index 17a658c6b..76a31ab28 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Spider Climb.md +++ b/content/mechanics/spells/Spells/Level 2/Spider Climb.md @@ -24,19 +24,15 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (5th)** The duration increases to 1 hour. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (5th)** The duration increases to 1 hour. diff --git a/content/mechanics/spells/Spells/Level 2/Spirit Sense.md b/content/mechanics/spells/Spells/Level 2/Spirit Sense.md new file mode 100644 index 000000000..5d5fc1c7a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Spirit Sense.md @@ -0,0 +1,39 @@ +--- +name: Spirit Sense +alias: Spirit Sense +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: divination +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot emanation +source: "Pathfinder Advanced Player's Guide" +duration: 10 minutes +traits: + - common + - detection + - mental + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==detection== | ==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Duration** `=this.duration` +*** +You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits. +**Heightened (6th)** The spell's duration lasts until the next time you make your daily preparations. diff --git a/content/mechanics/spells/Spells/Level 2/Spiritual Weapon.md b/content/mechanics/spells/Spells/Level 2/Spiritual Weapon.md new file mode 100644 index 000000000..dff096bf8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Spiritual Weapon.md @@ -0,0 +1,46 @@ +--- +name: Spiritual Weapon +alias: Spiritual Weapon +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: evocation +type: attack +traditions: [divine, occult] +bloodline: angelic +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - force + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or 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. +**Heightened (+2)** The weapon's damage increases by 1d8. diff --git a/content/Mechanics/Spells/Spells/Level 2/Status.md b/content/mechanics/spells/Spells/Level 2/Status.md similarity index 53% rename from content/Mechanics/Spells/Spells/Level 2/Status.md rename to content/mechanics/spells/Spells/Level 2/Status.md index 5361b3667..c2132cca7 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Status.md +++ b/content/mechanics/spells/Spells/Level 2/Status.md @@ -26,19 +26,15 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (4th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. --- # `=this.name` ==detection== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (4th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Sudden Blight.md b/content/mechanics/spells/Spells/Level 2/Sudden Blight.md new file mode 100644 index 000000000..f83cd4c1a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Sudden Blight.md @@ -0,0 +1,40 @@ +--- +name: Sudden Blight +alias: Sudden Blight +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 2 +school: necromancy +type: save +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Advanced Player's Guide" +save: fortitude +basic: true +traits: + - common + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 negative damage (basic Fortitude save). A creature afflicted by a disease takes a -2 circumstance penalty to this save.You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any magical effect on the plants before withering them. +**Heightened (+1)** The damage increases by 1d10. diff --git a/content/Mechanics/Spells/Spells/Level 2/Sudden Bolt.md b/content/mechanics/spells/Spells/Level 2/Sudden Bolt.md similarity index 60% rename from content/Mechanics/Spells/Spells/Level 2/Sudden Bolt.md rename to content/mechanics/spells/Spells/Level 2/Sudden Bolt.md index 4d558e661..c51dfc26f 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Sudden Bolt.md +++ b/content/mechanics/spells/Spells/Level 2/Sudden Bolt.md @@ -26,19 +26,15 @@ traits: components: - somatic - verbal -description: > - You call down a small bolt of lightning on the target, dealing 4d12 electricity damage. - - **Heightened (+1)** The damage increases by 1d12. --- # `=this.name` ==uncommon== | ==electricity== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +You call down a small bolt of lightning on the target, dealing 4d12 electricity damage. +**Heightened (+1)** The damage increases by 1d12. diff --git a/content/mechanics/spells/Spells/Level 2/Summon Elemental.md b/content/mechanics/spells/Spells/Level 2/Summon Elemental.md new file mode 100644 index 000000000..63286484c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Summon Elemental.md @@ -0,0 +1,49 @@ +--- +name: Summon Elemental +alias: Summon Elemental +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: conjuration +type: utility +traditions: [arcane, primal] +deities: Ayrzul, Hshurha, Kelizandri, Ymeri +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (3rd)** Level 2 +**Heightened (4th)** Level 3 +**Heightened (5th)** Level 5 +**Heightened (6th)** Level 7 +**Heightened (7th)** Level 9 +**Heightened (8th)** Level 11 +**Heightened (9th)** Level 13 +**Heightened (10th)** Level 15 diff --git a/content/Mechanics/Spells/Spells/Level 2/Summoner's Precaution.md b/content/mechanics/spells/Spells/Level 2/Summoner's Precaution.md similarity index 53% rename from content/Mechanics/Spells/Spells/Level 2/Summoner's Precaution.md rename to content/mechanics/spells/Spells/Level 2/Summoner's Precaution.md index dba4e45ef..5d689328f 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Summoner's Precaution.md +++ b/content/mechanics/spells/Spells/Level 2/Summoner's Precaution.md @@ -27,19 +27,17 @@ components: - material - somatic - verbal -description: > - You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the Sever Conduit reaction; after using it, the spell ends. - - **Sever Conduit | reaction | [[Concentrate]] | Trigger** Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a [[Death]] effect; **Effect** You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out - --- # `=this.name` ==contingency== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Requirements** `=this.requirements` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Requirements** `=this.requirements` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the Sever Conduit reaction; after using it, the spell ends. + + + +**Sever Conduit | reaction | [[Concentrate]] | Trigger** Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a [[Death]] effect; **Effect** You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out diff --git a/content/mechanics/spells/Spells/Level 2/Summoner's Visage.md b/content/mechanics/spells/Spells/Level 2/Summoner's Visage.md new file mode 100644 index 000000000..988daf089 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Summoner's Visage.md @@ -0,0 +1,45 @@ +--- +name: Summoner's Visage +alias: Summoner's Visage +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [arcane, divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: your eidolon +source: "Pathfinder Secrets of Magic" +duration: 10 minutes +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You transform your eidolon into your identical twin. Assuming you are a humanoid, the eidolon gains the humanoid trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to Deception checks to Impersonate you and can add its level to such checks even if it's untrained. + +Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way-the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach. Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active. + +You can Dismiss the spell. +**Heightened (4th)** The duration increases to 1 hour. diff --git a/content/mechanics/spells/Spells/Level 2/Swallow Light.md b/content/mechanics/spells/Spells/Level 2/Swallow Light.md new file mode 100644 index 000000000..0b5d87e07 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Swallow Light.md @@ -0,0 +1,45 @@ +--- +name: Swallow Light +alias: Swallow Light +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: evocation +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 magical light effect +area: 15-foot cone +source: "Pathfinder #181: Zombie Feast" +duration: 1 minute +save: reflex +basic: true +traits: + - uncommon + - cold + - darkness + - negative + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==cold== | ==darkness== | ==negative== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You draw magical light into your open mouth, consuming it and turning its essence into fuel for a gout of life-draining shadows. Attempt a counteract check against the light effect. If you successfully counteract it, you gain a breath weapon of chilling shadows you can use until the spell ends. Exhaling the breath is a two-action activity. The breath weapon is a 15-foot cone and deals 1d6 cold damage plus 1d6 negative damage. Creatures in the area can attempt a basic Reflex save against your spell DC. Once activated, you can't use the breath weapon again for 1d4 rounds. +**Heightened (+2)** Increase the damage of the breath weapon by 1d6 cold damage and 1d6 negative damage. diff --git a/content/mechanics/spells/Spells/Level 2/Teeth to Terror.md b/content/mechanics/spells/Spells/Level 2/Teeth to Terror.md new file mode 100644 index 000000000..441ad1b63 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Teeth to Terror.md @@ -0,0 +1,47 @@ +--- +name: Teeth to Terror +alias: Teeth to Terror +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 2 +school: illusion +type: save +traditions: [occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature with teeth +source: "Pathfinder #181: Zombie Feast" +duration: 1 minute +save: will +basic: false +traits: + - uncommon + - fear + - mental + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==fear== | ==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +The target believes its teeth are falling out, crawling along its face, stabbing into its body, and cramming themselves down its throat. The target takes 2d4 mental damage and 1d4 persistent Mental damage, depending on its Will save. The target takes a -1 circumstance penalty to Strikes with its jaws or teeth while it is taking persistent mental damage. +**Critical Success** The target is unaffected. +**Success** The target takes half damage and no persistent mental damage. +**Failure** The target takes full damage and persistent mental damage and is[[Frightened]] 1. +**Critical Failure** The target takes full damage and persistent mental damage and is [[Frightened]] 3. + + +**Heightened (+2)** You can target two additional creatures, the mental damage increases by 2d4, and the persistent mental damage increases by 1d4. diff --git a/content/Mechanics/Spells/Spells/Level 2/Telekinetic Maneuver.md b/content/mechanics/spells/Spells/Level 2/Telekinetic Maneuver.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 2/Telekinetic Maneuver.md rename to content/mechanics/spells/Spells/Level 2/Telekinetic Maneuver.md index dca6734ca..923a7d2d7 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Telekinetic Maneuver.md +++ b/content/mechanics/spells/Spells/Level 2/Telekinetic Maneuver.md @@ -25,16 +25,13 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==attack== | ==force== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Thundering Dominance.md b/content/mechanics/spells/Spells/Level 2/Thundering Dominance.md new file mode 100644 index 000000000..03a5c9530 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Thundering Dominance.md @@ -0,0 +1,39 @@ +--- +name: Thundering Dominance +alias: Thundering Dominance +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: enchantment +type: utility +traditions: [occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: your companion or eidolon +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to Intimidation checks. Once during this spell's duration, it can take the Thundering Roar action. +**Heightened (+2)** The status bonus to Intimidation checks increases by 1 (to a maximum of a +4 status bonus for an 8th-level spell), and the damage from the roar increases by 2d8. diff --git a/content/mechanics/spells/Spells/Level 2/Timely Tutor.md b/content/mechanics/spells/Spells/Level 2/Timely Tutor.md new file mode 100644 index 000000000..c3750a55c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Timely Tutor.md @@ -0,0 +1,39 @@ +--- +name: Timely Tutor +alias: Timely Tutor +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: divination +type: utility +traditions: [arcane, occult] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: touch +target: your eidolon or familiar +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +traits: + - common + - mental + - divination +components: + - somatic +--- +# `=this.name` +==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You serve as an astral connection between your eidolon or familiar and the Akashic Record-a demiplane consisting of a comprehensive psychic library-then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to Recall Knowledge with the Lore skill of your choice, much like it does for Acrobatics and Stealth. Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the Lore skill. + +If you lose physical contact with the target, its connection to the Akashic Record is severed and timely tutor immediately ends. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Touch of Idiocy.md b/content/mechanics/spells/Spells/Level 2/Touch of Idiocy.md similarity index 53% rename from content/Mechanics/Spells/Spells/Level 2/Touch of Idiocy.md rename to content/mechanics/spells/Spells/Level 2/Touch of Idiocy.md index 163b3d0af..1e8e17afa 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Touch of Idiocy.md +++ b/content/mechanics/spells/Spells/Level 2/Touch of Idiocy.md @@ -29,23 +29,19 @@ traits: components: - somatic - verbal -description: > - You dull the target's mind; the target must attempt a Will save. - - **Success** The target is unaffected. - **Failure** The target is [[Stupefied]] 2. - **Critical Failure** The target is [[Stupefied]] 4. --- # `=this.name` ==mental== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You dull the target's mind; the target must attempt a Will save. +**Success** The target is unaffected. +**Failure** The target is [[Stupefied]] 2. +**Critical Failure** The target is [[Stupefied]] 4. diff --git a/content/mechanics/spells/Spells/Level 2/Tree Shape.md b/content/mechanics/spells/Spells/Level 2/Tree Shape.md new file mode 100644 index 000000000..0af632ebd --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Tree Shape.md @@ -0,0 +1,37 @@ +--- +name: Tree Shape +alias: Tree Shape +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [primal] +deities: Hathor +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 8 hours +traits: + - common + - plant + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==plant== | ==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Umbral Extraction.md b/content/mechanics/spells/Spells/Level 2/Umbral Extraction.md new file mode 100644 index 000000000..b92c580ab --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Umbral Extraction.md @@ -0,0 +1,40 @@ +--- +name: Umbral Extraction +alias: Umbral Extraction +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: illusion +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 3 rounds +traits: + - common + - mental + - shadow + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==shadow== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the Steal action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to Steal as part of Casting umbral extraction. If you succeed at your check to Steal a spell, you deal 1d4 mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the shadow trait if cast from this temporary slot. + +Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to Steal spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips. You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole. + +As normal, you can Steal only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to Steal more spells. If you succeed at your Thievery check, you must take the spell you stole. Even if you're a spontaneous caster, you can use the temporary spell slot only to cast the stolen spell and you can cast only the stolen spell from your temporary spell slot. When umbral extraction ends, you lose the temporary spell slot and any spell still stored in it. When you cast umbral extraction, any previous casting of umbral extraction currently affecting you ends. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Umbral Mindtheft.md b/content/mechanics/spells/Spells/Level 2/Umbral Mindtheft.md new file mode 100644 index 000000000..842e5ecef --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Umbral Mindtheft.md @@ -0,0 +1,36 @@ +--- +name: Umbral Mindtheft +alias: Umbral Mindtheft +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 2 +school: illusion +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder #181: Zombie Feast" +duration: 3 rounds +traits: + - uncommon + - mental + - shadow + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==shadow== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You prepare to steal a broad field of knowledge from another creature, siphoning it from their mind and storing it in a pocket of the Shadow Plane connected to your own mind. During the spell's duration, you can use the Steal action to attempt to take one Lore skill proficiency from a creature instead of Stealing an item. You can also make one attempt to Steal as part of Casting the Spell. If you succeed at your check to Steal a Lore skill, you deal 2d6 mental damage to the target if they were trained in that skill, plus 2d6 mental damage per proficiency rank they have in that skill above trained, as the sudden loss of knowledge leaves an aching absence in the target's mind. Determine the Lore skill at random from among those known by the target; on a critical success, you learn what Lore skills the creature is proficient in and can select the skill rather than choosing at random. If the target isn't trained in any Lore skills, you get nothing, but you can continue to attempt to Steal Lore from other creatures for the remaining duration. The target loses the benefits of its training in that Lore skill, and you gain their proficiency rank in that Lore skill. This effect lasts until your next daily preparations or until you are incapacitated, in which case the Lore siphons back into the target creature's mind from the Shadow Plane, wherever you both may be. As normal, you can Steal only from a target within your reach. Once you've stolen one Lore skill, you can't attempt to Steal more Lore. If you succeed at your Thievery check, you must take the Lore you stole. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 2/Undetectable Alignment.md b/content/mechanics/spells/Spells/Level 2/Undetectable Alignment.md similarity index 61% rename from content/Mechanics/Spells/Spells/Level 2/Undetectable Alignment.md rename to content/mechanics/spells/Spells/Level 2/Undetectable Alignment.md index c1d552179..699bbfb85 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Undetectable Alignment.md +++ b/content/mechanics/spells/Spells/Level 2/Undetectable Alignment.md @@ -25,17 +25,14 @@ components: - material - somatic - verbal -description: > - You shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. --- # `=this.name` ==uncommon== | ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 2/Vicious Jealousy.md b/content/mechanics/spells/Spells/Level 2/Vicious Jealousy.md new file mode 100644 index 000000000..55ec7b4e8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Vicious Jealousy.md @@ -0,0 +1,48 @@ +--- +name: Vicious Jealousy +alias: Vicious Jealousy +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: enchantment +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder #181: Zombie Feast" +duration: sustained, up to 1 minute +save: will +basic: false +traits: + - uncommon + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +The target is overcome by deep jealousy and resentment that twists its mind against other creatures. It must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** For 1 round, the target no longer treats anyone as its allies. The spell then ends. +**Failure** The target no longer treats anyone as its allies. The target can't take the Aid reaction or any action that would directly benefit another creature, such as casting a beneficial spell on them, though it can still take actions that indirectly benefit other creatures, such as fighting the same foes. +**Critical Failure** As failure, and whenever the target starts its turn within reach of a creature it previously considered an ally, it must spend its first action on its turn to berate the creature or otherwise wave it away. + + +**Heightened (4th)** You can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Vomit Swarm.md b/content/mechanics/spells/Spells/Level 2/Vomit Swarm.md new file mode 100644 index 000000000..36df151d4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Vomit Swarm.md @@ -0,0 +1,41 @@ +--- +name: Vomit Swarm +alias: Vomit Swarm +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: evocation +type: save +traditions: [arcane, occult, primal] +deities: Apollyon, Baalzebul, Ghlaunder, Kitumu +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot cone +source: "Pathfinder Advanced Player's Guide" +save: reflex +basic: true +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing 2d8 piercing damage (basic Reflex save). A creature that fails its saving throw also becomes [[Sickened]] 1. Once the spell ends, the swarm disappears. +**Heightened (+1)** Increase the damage by 1d8 piercing. diff --git a/content/mechanics/spells/Spells/Level 2/Warrior's Regret.md b/content/mechanics/spells/Spells/Level 2/Warrior's Regret.md new file mode 100644 index 000000000..cf0b1c8f4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Warrior's Regret.md @@ -0,0 +1,49 @@ +--- +name: Warrior's Regret +alias: Warrior's Regret +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 2 +school: enchantment +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Secrets of Magic" +save: will +basic: false +traits: + - common + - curse + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** At the end of its next turn, the target takes 1d8 damage per different creature it intentionally damaged on that turn (1d8 if it damaged one creature, 2d8 if it damaged two different creatures, and so on). The maximum is 4d8 if it damaged 4 different creatures. +**Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature. +**Critical Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins. + + +**Heightened (+2)** The amount of mental damage the target takes for each creature it damaged that turn increases by 1d8, and the maximum damage the target can take per turn increases by 4d8. diff --git a/content/Mechanics/Spells/Spells/Level 2/Water Breathing.md b/content/mechanics/spells/Spells/Level 2/Water Breathing.md similarity index 55% rename from content/Mechanics/Spells/Spells/Level 2/Water Breathing.md rename to content/mechanics/spells/Spells/Level 2/Water Breathing.md index 1d450e421..930bf5f10 100644 --- a/content/Mechanics/Spells/Spells/Level 2/Water Breathing.md +++ b/content/mechanics/spells/Spells/Level 2/Water Breathing.md @@ -26,21 +26,17 @@ traits: components: - somatic - verbal -description: > - The targets can breathe underwater. - - **Heightened (3rd)** The duration increases to 8 hours. - **Heightened (4th)** The duration increases to until your next daily preparations. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +The targets can breathe underwater. +**Heightened (3rd)** The duration increases to 8 hours. +**Heightened (4th)** The duration increases to until your next daily preparations. diff --git a/content/mechanics/spells/Spells/Level 2/Water Walk.md b/content/mechanics/spells/Spells/Level 2/Water Walk.md new file mode 100644 index 000000000..8061dde36 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Water Walk.md @@ -0,0 +1,41 @@ +--- +name: Water Walk +alias: Water Walk +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 2 +school: transmutation +type: utility +traditions: [arcane, divine, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (4th)** The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 2/Web.md b/content/mechanics/spells/Spells/Level 2/Web.md new file mode 100644 index 000000000..e1b7e0d17 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Web.md @@ -0,0 +1,51 @@ +--- +name: Web +alias: Web +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 2 +school: conjuration +type: save +traditions: [arcane, primal] +deities: Grandmother Spider +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +area: 10-foot burst +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: reflex +basic: false +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**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. +**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. +**Failure** The creature takes a -10-foot circumstance penalty to its Speeds until the start of its next turn. +**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. + + +**Heightened (4th)** The spell's area increases to a 20-foot burst, and its range increases to 60 feet. diff --git a/content/mechanics/spells/Spells/Level 2/Worm's Repast.md b/content/mechanics/spells/Spells/Level 2/Worm's Repast.md new file mode 100644 index 000000000..77788214c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 2/Worm's Repast.md @@ -0,0 +1,46 @@ +--- +name: Worm's Repast +alias: Worm's Repast +tags: + - pf2e/spell + - pf2e/spell/level_2 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 2 +school: necromancy +type: save +traditions: [occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 corporeal creature +source: "Pathfinder #163: Ruins of Gauntlight" +duration: See description +save: fortitude +basic: false +traits: + - rare + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Gnawing worms materialize within the flesh of the target creature, dealing 4d6 piercing damage and 1d6 persistent piercing damage. If the target is a non-skeletal corporeal undead creature, you deal an extra 2d6 persistent piercing damage. The target must attempt a Fortitude save. +**Critical Success** The worms writhe away harmlessly and the target takes no damage. +**Success** The target takes full initial damage but no persistent damage, and the spell ends immediately. +**Failure** The target takes full initial and persistent damage and is [[Flat-Footed]] due to the pain for as long as it takes persistent damage. +**Critical Failure** As failure, but the target takes double the initial damage and is also [[Slowed]] 1 by the pain for as long as it takes persistent damage. + + +**Heightened (+2)** The initial and persistent damage increase by 2d6 and 1d6, respectively diff --git a/content/mechanics/spells/Spells/Level 3/Agonizing Despair.md b/content/mechanics/spells/Spells/Level 3/Agonizing Despair.md new file mode 100644 index 000000000..1071b2822 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Agonizing Despair.md @@ -0,0 +1,49 @@ +--- +name: Agonizing Despair +alias: Agonizing Despair +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: enchantment +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder Advanced Player's Guide" +save: will +basic: false +traits: + - common + - emotion + - fear + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==fear== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw. +**Critical Success** The target is unaffected. +**Success** The target takes half damage and becomes [[Frightened]] 1. +**Failure** The target takes full damage and becomes [[Frightened]] 2. +**Critical Failure** The target takes double damage and becomes [[Frightened]] 3. + + +**Heightened (+1)** Increase the damage by 2d6 mental. diff --git a/content/mechanics/spells/Spells/Level 3/Animal Vision.md b/content/mechanics/spells/Spells/Level 3/Animal Vision.md new file mode 100644 index 000000000..1026dc72a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Animal Vision.md @@ -0,0 +1,42 @@ +--- +name: Animal Vision +alias: Animal Vision +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 3 +school: divination +type: utility +traditions: [primal] +deities: Bastet, Isis, Ketephys, Tanagaar +bloodline: nymph +time: 1 minute +pf2etime: "" +range: 120 feet +target: 1 animal +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - mental + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Aqueous Orb.md b/content/mechanics/spells/Spells/Level 3/Aqueous Orb.md new file mode 100644 index 000000000..abaed2195 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Aqueous Orb.md @@ -0,0 +1,50 @@ +--- +name: Aqueous Orb +alias: Aqueous Orb +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: conjuration +type: save +traditions: [arcane, primal] +deities: Hanspur, Lysianassa +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +source: "Pathfinder Advanced Player's Guide" +duration: sustained up to 1 minute +save: reflex +basic: false +traits: + - common + - water + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==water== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. + +When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. You can gain this effect multiple times in the same round by Sustaining the Spell multiple times. + +The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. + +The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. +A creature that fails its save is pulled into the orb. It becomes [[Grabbed]], moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 swim check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Behold the Weave.md b/content/mechanics/spells/Spells/Level 3/Behold the Weave.md new file mode 100644 index 000000000..9e98140ee --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Behold the Weave.md @@ -0,0 +1,48 @@ +--- +name: Behold the Weave +alias: Behold the Weave +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: divination +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Dark Archive" +duration: 1 round +save: will +basic: false +traits: + - common + - incapacitation + - prediction + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==prediction== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You behold the many timelines that weave around a creature, and in so doing, you make one more likely to occur. The target must attempt a Will save. +**Critical Success** You can make neither heads nor tails of the target's timeline, and the target is unaffected. +**Success** The target must commit to a single action that it will take at some point during its next turn: "Stride toward Valeros," "Cast shield," "Strike at Amiri with my jaws." That action is now locked in, and the creature must attempt it, even if the situation has changed-if the creature stated that it would Strike at Amiri with its jaws, it must try to do so. If the creature is entirely unable to fulfill the action it committed to-for instance, if it had only 1 action left and Amiri was out of the range of its jaws Strike-it loses the last action of its turn as it reels in a temporal paradox. The creature can choose to lock in a 2- or 3-action activity if it prefers to do so, but if it does, it loses all the associated actions if it can't perform the activity on its turn. If the situation changes oddly (perhaps the creature is forcibly teleported away and has no idea which direction is "toward Valeros" any longer), the GM determines what happens. +**Failure** As success, but the creature must commit at least two of its actions for the next turn-"I will Stride toward Valeros and then Strike with my claws." All of these actions are similarly locked in and can't be changed, but the creature can take them in any order. +**Critical Failure** As failure, but the creature must commit all of its actions for the next turn. + + +**Heightened (7th)** Instead of affecting a single target, the spell affects all enemies within a 30-foot emanation. diff --git a/content/Mechanics/Spells/Spells/Level 3/Bind Undead.md b/content/mechanics/spells/Spells/Level 3/Bind Undead.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 3/Bind Undead.md rename to content/mechanics/spells/Spells/Level 3/Bind Undead.md index 5bcb930f6..5bcefdf5a 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Bind Undead.md +++ b/content/mechanics/spells/Spells/Level 3/Bind Undead.md @@ -26,18 +26,15 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Blazing Dive.md b/content/mechanics/spells/Spells/Level 3/Blazing Dive.md new file mode 100644 index 000000000..1d632a31e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Blazing Dive.md @@ -0,0 +1,42 @@ +--- +name: Blazing Dive +alias: Blazing Dive +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 10-foot emanation +source: "Pathfinder Secrets of Magic" +save: reflex +basic: true +traits: + - common + - air + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==air== | ==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. You Fly 15 feet straight up into the air, then Fly in a straight line to an empty space of your choice on the ground within 60 feet. When you land, the blistering air blasts out from you, dealing 3d4 bludgeoning damage and 3d6 fire damage (basic Reflex save) to all creatures in a 10-foot emanation. +**Heightened (+1)** The damage increases by 1d4 bludgeoning and 1d6 fire. diff --git a/content/mechanics/spells/Spells/Level 3/Blindness.md b/content/mechanics/spells/Spells/Level 3/Blindness.md new file mode 100644 index 000000000..e58d7bb9c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Blindness.md @@ -0,0 +1,47 @@ +--- +name: Blindness +alias: Blindness +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: necromancy +type: save +traditions: [arcane, divine, occult, primal] +bloodline: hag +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - incapacitation + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. +**Critical Success** The target is unaffected. +**Success** The target is [[Blinded]] until its next turn begins. +**Failure** The target is Blinded for 1 minute. +**Critical Failure** The target is Blinded permanently. diff --git a/content/mechanics/spells/Spells/Level 3/Bottomless Stomach.md b/content/mechanics/spells/Spells/Level 3/Bottomless Stomach.md new file mode 100644 index 000000000..0afe4e89f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Bottomless Stomach.md @@ -0,0 +1,47 @@ +--- +name: Bottomless Stomach +alias: Bottomless Stomach +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: conjuration +type: utility +traditions: [arcane, occult, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: touch +target: 1 willing creature +source: "Pathfinder Secrets of Magic" +duration: 1 hour +traits: + - common + - extradimensional + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==extradimensional== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage doesn't hamper the target's ability to eat, drink, speak (if applicable), or otherwise act, as it only opens and closes when the target chooses. + +The target can Interact to swallow an object of up to 1 Bulk, which doesn't harm the object or the target. If the extradimensional space is full, the target can't add any more objects until first removing one or more stored objects. Organic matter and living creatures can't be stored in this space. The extradimensional storage is obvious to any creature who looks into the target's mouth, as the entryway shimmers slightly, though this doesn't clearly reveal the contents inside. + +The target can Interact to spit out a single object of its choice, causing the object to fall to the ground in the target's space. The target can Interact three times in a row to spit out the entire contents of its extradimensional storage; the target doesn't have to take these actions all in the same turn, but if it takes any other actions in between, it has to start over. The items eject into the target's space, possibly spilling out into adjacent spaces if there is too much to fit. + +When the spell ends or the target falls unconscious, the contents of the extradimensional storage are disgorged in a riotous spew, landing in the nearest unoccupied space, a bit wet but otherwise unharmed. +**Heightened (5th)** The duration increases to 8 hours diff --git a/content/mechanics/spells/Spells/Level 3/Bracing Tendrils.md b/content/mechanics/spells/Spells/Level 3/Bracing Tendrils.md new file mode 100644 index 000000000..87f43cd97 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Bracing Tendrils.md @@ -0,0 +1,37 @@ +--- +name: Bracing Tendrils +alias: Bracing Tendrils +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: evocation +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Dark Archive" +duration: 1 minute +traits: + - common + - force + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Visible tendrils of force anchor your body to the ground, preventing unwanted movement. Whenever you're on the ground and a creature or effect attempts to forcibly move you from your space, you can use your spell DC in place of your Fortitude DC as the DC of the check to move you. If a creature wouldn't normally need a check to move you, it must succeed at an appropriate check (usually an Athletics check for physical movement) against your spell DC or you are unmoved; if an effect wouldn't normally need a check to move you, it must counteract bracing tendrils or you are unmoved. When a creature fails to move you in this way, you can choose to have the tendrils lash back and push them 5 feet away from you. + +While the tendrils anchor you in place when you come to a stop, they uproot easily to cooperate with your own voluntary movement, so you can still move freely while under the effect of the spell. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Caster's Imposition.md b/content/mechanics/spells/Spells/Level 3/Caster's Imposition.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 3/Caster's Imposition.md rename to content/mechanics/spells/Spells/Level 3/Caster's Imposition.md index feddf1ea6..c0679ffe0 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Caster's Imposition.md +++ b/content/mechanics/spells/Spells/Level 3/Caster's Imposition.md @@ -29,20 +29,16 @@ components: - material - somatic - verbal -description: > - A magical interference prevents the target from contributing to any form of cooperative spellcasting. On a failed save, the target can't participate in any ritual unless they can cast the ritual alone, and they can't access any spells provided by a coven or similar cooperative ability. - - **Heightened (4th)** Increase the duration to 1 hour. - **Heightened (5th)** Increase the duration to 1 day. --- # `=this.name` ==uncommon== | ==curse== | ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Targets** `=this.target` -**Saving Throw** `=this.save`; **Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +A magical interference prevents the target from contributing to any form of cooperative spellcasting. On a failed save, the target can't participate in any ritual unless they can cast the ritual alone, and they can't access any spells provided by a coven or similar cooperative ability. +**Heightened (4th)** Increase the duration to 1 hour. +**Heightened (5th)** Increase the duration to 1 day. diff --git a/content/mechanics/spells/Spells/Level 3/Chilling Darkness.md b/content/mechanics/spells/Spells/Level 3/Chilling Darkness.md new file mode 100644 index 000000000..a0ec7b9d6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Chilling Darkness.md @@ -0,0 +1,49 @@ +--- +name: Chilling Darkness +alias: Chilling Darkness +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/divine +level: 3 +school: evocation +type: attack +traditions: [divine] +bloodline: shadow +lesson: lesson of shadow +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - attack + - cold + - darkness + - evil + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==cold== | ==darkness== | ==evil== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Lesson** `=this.lesson` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. +**Critical Success** The target takes double damage. +**Success** The target takes full damage. + + +**Heightened (+1)** The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 3/Circle of Protection.md b/content/mechanics/spells/Spells/Level 3/Circle of Protection.md new file mode 100644 index 000000000..b0e9f4f7e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Circle of Protection.md @@ -0,0 +1,39 @@ +--- +name: Circle of Protection +alias: Circle of Protection +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: abjuration +type: utility +traditions: [divine, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: touch +area: 10-foot emanation +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - uncommon + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. +**Heightened (4th)** The duration increases to 1 hour. diff --git a/content/mechanics/spells/Spells/Level 3/Claim Curse.md b/content/mechanics/spells/Spells/Level 3/Claim Curse.md new file mode 100644 index 000000000..49ae4aaff --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Claim Curse.md @@ -0,0 +1,37 @@ +--- +name: Claim Curse +alias: Claim Curse +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: necromancy +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature affected by a curse +source: "Pathfinder Secrets of Magic" +duration: 5 minutes +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +By burning threads of fate around a target and then retying them to yourself instead, you temporarily draw their curse to you and offer them brief succor from the worst of its effects. Choose a curse affecting the target that you don't already have. For 5 minutes, you are affected by the curse (at the same stage as the target, if applicable), and the target isn't. When the duration ends, the curse's effects return to the target as normal. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Clairaudience.md b/content/mechanics/spells/Spells/Level 3/Clairaudience.md similarity index 55% rename from content/Mechanics/Spells/Spells/Level 3/Clairaudience.md rename to content/mechanics/spells/Spells/Level 3/Clairaudience.md index 26e10f865..a8f956232 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Clairaudience.md +++ b/content/mechanics/spells/Spells/Level 3/Clairaudience.md @@ -25,17 +25,14 @@ components: - material - somatic - verbal -description: > - 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. --- # `=this.name` ==scrying== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Consecrate Flesh.md b/content/mechanics/spells/Spells/Level 3/Consecrate Flesh.md new file mode 100644 index 000000000..93f784633 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Consecrate Flesh.md @@ -0,0 +1,39 @@ +--- +name: Consecrate Flesh +alias: Consecrate Flesh +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 3 +school: transmutation +type: utility +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +target: self +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +duration: 1 minute +traits: + - uncommon + - good + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==good== | ==transmutation== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target` +**Duration** `=this.duration` +*** +Through the strength of your faith, your body becomes infused with holy energy. You have weakness 5 to evil. Any creature that touches or damages you with an unarmed attack or non-reach melee weapon takes 1d6 good damage. Your unarmed attacks deal an additional 1 good damage. Your healing spells that restore Hit Points restore an additional 1d4 Hit Points when you initially cast them; as normal, if your healing spell restores Hit Points more than once, grants fast healing, or the like, the additional Hit Points still only apply once. +**Heightened (+3)** Creatures touching you take 1d6 additional good damage, your unarmed Strikes deal 1 additional good damage, your healing spells restore 1d4 more additional Hit Points, and your weakness to evil increases by 5. diff --git a/content/mechanics/spells/Spells/Level 3/Cozy Cabin.md b/content/mechanics/spells/Spells/Level 3/Cozy Cabin.md new file mode 100644 index 000000000..f3ca3f38f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Cozy Cabin.md @@ -0,0 +1,41 @@ +--- +name: Cozy Cabin +alias: Cozy Cabin +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: conjuration +type: utility +traditions: [arcane, occult] +deities: Immonhiel, The Offering Plate +time: 1 minute +pf2etime: "" +range: 30 feet +source: "Pathfinder Advanced Player's Guide" +duration: 12 hours +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You shape a cabin 20 feet on each side and 10 feet high. This cabin has the structure trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own Lock, but it has a fastener to which a Lock can be applied. + +The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the concentrate trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can Dismiss the spell. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Crashing Wave.md b/content/mechanics/spells/Spells/Level 3/Crashing Wave.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 3/Crashing Wave.md rename to content/mechanics/spells/Spells/Level 3/Crashing Wave.md index bac9cd001..4a1acd3e1 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Crashing Wave.md +++ b/content/mechanics/spells/Spells/Level 3/Crashing Wave.md @@ -26,20 +26,16 @@ traits: components: - somatic - verbal -description: > - You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area. - - **Heightened (+1)** The damage increases by 2d6. --- # `=this.name` ==water== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area. +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 3/Crisis of Faith.md b/content/mechanics/spells/Spells/Level 3/Crisis of Faith.md new file mode 100644 index 000000000..e53d63a5e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Crisis of Faith.md @@ -0,0 +1,47 @@ +--- +name: Crisis of Faith +alias: Crisis of Faith +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine +level: 3 +school: enchantment +type: save +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +save: will +basic: false +traits: + - common + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The target is unaffected. +**Success** The target takes half damage. +**Failure** The target takes full damage; if the target can cast divine spells, it's [[Stupefied]] 1 for 1 round. +**Critical Failure** The target takes double damage, is [[Stupefied]] 1 for 1 round, and can't cast divine spells for 1 round. + + +**Heightened (+1)** The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster). diff --git a/content/mechanics/spells/Spells/Level 3/Cup of Dust.md b/content/mechanics/spells/Spells/Level 3/Cup of Dust.md new file mode 100644 index 000000000..db1ad8494 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Cup of Dust.md @@ -0,0 +1,53 @@ +--- +name: Cup of Dust +alias: Cup of Dust +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: necromancy +type: save +traditions: [arcane, occult, primal] +deities: Nurgal, Set +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +target: 1 living creature +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 day +save: fortitude +basic: false +traits: + - common + - curse + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==curse== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You curse the target with a thirst no drink can quench. You can Dismiss the spell. The target must attempt a Fortitude save. +**Critical Success** The creature is unaffected and is temporarily immune for 1 hour. +**Success** The creature is [[Fatigued]] for 1 round. +**Failure** The creature is immediately afflicted by thirst as if it hadn't had a drink in days. It becomes Fatigued and takes 1d4 damage each hour that can't be healed until it quenches its thirst. No amount of drinking can quench the creature's thirst during the spell's duration. +**Critical Failure** As failure but the creature takes 2d4 damage each hour, twice as much as usual for thirst. + + +**Heightened (+3)** The thirst becomes more unbearable, increasing the damage each hour by 1d4, or by 2d4 on a critical failure. diff --git a/content/mechanics/spells/Spells/Level 3/Curse Of Lost Time.md b/content/mechanics/spells/Spells/Level 3/Curse Of Lost Time.md new file mode 100644 index 000000000..59ab9ebc3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Curse Of Lost Time.md @@ -0,0 +1,55 @@ +--- +name: Curse Of Lost Time +alias: Curse Of Lost Time +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: transmutation +type: save +traditions: [arcane, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 Large or smaller object, construct, or living creature +source: "Pathfinder Advanced Player's Guide" +duration: varies +save: fortitude +basic: false +traits: + - common + - curse + - negative + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==negative== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You curse the target with rapid aging or erosion. The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials (as determined by the GM), are immune. + + +**Object** If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes 4d6 damage (applying Hardness normally) and the item is cursed with an unlimited duration. Until the curse ends, the item becomes shoddy and can't be Repaired, and the curse attempts to counteract any spell that would restore the object's Hit Points. [[Remove Curse]] can target an item affected by this spell. + +**Construct** The construct takes 4d6 damage (basic Fortitude save). On a failure, for 1 hour the construct is [[Clumsy]] 1, is [[Enfeebled]] 1, and can't be Repaired, and the curse attempts to counteract any spell that would restore the construct's Hit Points. On a critical failure, these effects have an unlimited duration. +**Living Creature** The living creature must attempt a Fortitude save. Ageless creatures are immune. +**Critical Success** The living creature is unaffected. +**Success** The living creature briefly ages, becoming [[Clumsy]] 1 and [[Enfeebled]] 1 for 1 round. +**Failure** As success, with a duration of 1 hour. +**Critical Failure** As success, with an unlimited duration. + + +**Heightened (+1)** The damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Level 3/Day's Weight.md b/content/mechanics/spells/Spells/Level 3/Day's Weight.md new file mode 100644 index 000000000..f7182e09b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Day's Weight.md @@ -0,0 +1,47 @@ +--- +name: Day's Weight +alias: Day's Weight +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: transmutation +type: save +traditions: [arcane, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 living creature +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: fortitude +basic: false +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target is [[Fatigued]] and [[Enfeebled]] 1 for 1 round. +**Failure** The target is fatigued and enfeebled 1 for the duration. +**Critical Failure** The target is fatigued and [[Enfeebled]] 2 for the duration. The fatigued condition doesn't end when the spell's duration does (but can still be removed with a night's rest or by similar means). + + +**Heightened (6th)** You can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 3/Distracting Chatter.md b/content/mechanics/spells/Spells/Level 3/Distracting Chatter.md new file mode 100644 index 000000000..424b591be --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Distracting Chatter.md @@ -0,0 +1,47 @@ +--- +name: Distracting Chatter +alias: Distracting Chatter +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: illusion +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +duration: varies +save: will +basic: false +traits: + - common + - auditory + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. The target is [[Flat-Footed]], takes a -2 status penalty to purely auditory Perception checks, and must succeed at a DC 5 Flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an auditory effect must succeed at a DC 5 Flat check or the attempt fails. The duration depends on the target's Will save. +**Critical Success** The creature is unaffected. +**Success** The duration is 1 round. +**Failure** The duration is 3 rounds. +**Critical Failure** The duration is 1 minute. + + +**Heightened (7th)** You can target up to five creatures. diff --git a/content/mechanics/spells/Spells/Level 3/Dividing Trench.md b/content/mechanics/spells/Spells/Level 3/Dividing Trench.md new file mode 100644 index 000000000..a6ede7572 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Dividing Trench.md @@ -0,0 +1,41 @@ +--- +name: Dividing Trench +alias: Dividing Trench +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: transmutation +type: utility +traditions: [arcane, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +duration: 1 minute +traits: + - uncommon + - earth + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==earth== | ==transmutation== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You dig an earthen trench across the surrounding terrain, which must be soil, clay, sand, or other soft earth, but not flooring or stone. The trench is 5 feet wide, 5 feet deep, and up to 15 feet long. You can shape the trench's path, but it must be one continuous line. You must conjure the trench in an open space so it doesn't pass through any creatures or objects. Creatures inside the trench have cover from creatures outside the trench, and creatures outside the trench have cover from creatures inside the trench. Particularly small creatures in the trench might have more cover against other creatures who aren't close to the trench's edge, and in turn, those creatures might have more cover against small creatures in the trench; the GM determines the amount of additional cover, if any. Entering or leaving the trench requires an additional 5 feet of movement but doesn't require any kind of check and isn't considered difficult terrain. At the end of the spell's duration, the trench disappears and all creatures in the trench remain in their spaces on solid ground. +**Heightened (+2)** The trench's maximum length increases by 15 feet. diff --git a/content/mechanics/spells/Spells/Level 3/Dream Message.md b/content/mechanics/spells/Spells/Level 3/Dream Message.md new file mode 100644 index 000000000..b998e6c42 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Dream Message.md @@ -0,0 +1,40 @@ +--- +name: Dream Message +alias: Dream Message +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: enchantment +type: utility +traditions: [arcane, divine, occult] +time: 10 minutes +pf2etime: "" +range: planetary +target: 1 creature you know by name and have met in person +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - common + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**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. diff --git a/content/mechanics/spells/Spells/Level 3/Earthbind.md b/content/mechanics/spells/Spells/Level 3/Earthbind.md new file mode 100644 index 000000000..a9f9031e8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Earthbind.md @@ -0,0 +1,46 @@ +--- +name: Earthbind +alias: Earthbind +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: transmutation +type: save +traditions: [arcane, primal] +deities: Doloras, Torag +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 flying creature +source: "Pathfinder Core Rulebook" +duration: varies +save: fortitude +basic: false +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**Critical Success** The target is unaffected. +**Success** The target falls safely up to 120 feet. +**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. +**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. diff --git a/content/mechanics/spells/Spells/Level 3/Elemental Absorption.md b/content/mechanics/spells/Spells/Level 3/Elemental Absorption.md new file mode 100644 index 000000000..e69587db8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Elemental Absorption.md @@ -0,0 +1,39 @@ +--- +name: Elemental Absorption +alias: Elemental Absorption +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: abjuration +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen elemental trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. + +As a 2-action activity, which has the concentrate trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost. +**Heightened (+3)** The resistance increases by 5 and the maximum damage increases by 30. diff --git a/content/mechanics/spells/Spells/Level 3/Elemental Annihilation Wave.md b/content/mechanics/spells/Spells/Level 3/Elemental Annihilation Wave.md new file mode 100644 index 000000000..8cd2fbbb6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Elemental Annihilation Wave.md @@ -0,0 +1,49 @@ +--- +name: Elemental Annihilation Wave +alias: Elemental Annihilation Wave +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 to 2 rounds +pf2etime: "" +area: 30-foot cone +source: "Pathfinder Secrets of Magic" +save: reflex +basic: true +traits: + - common + - air + - earth + - fire + - water + - evocation +components: +--- +# `=this.name` +==air== | ==earth== | ==fire== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals 1d6 fire damage and 3d6 bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters. **2** (somatic, verbal) The spell is a 30-foot cone. + +**3** (material, somatic, verbal) The spell is a 30-foot cone. On a failed saving throw, creatures are pushed 5 feet away from you, and on a critical failure they are pushed 10 feet away and are knocked prone. + + +**Two Rounds** If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, the spell is as 3 actions, but the area is a 60-foot cone, and for 1 round, the elements linger in the cone, racing off into the distance and making approaching you difficult, with the effects of [[Gust of Wind]]. + + +**Heightened (+2)** The damage increases by 2d6, and the distance that enemies are pushed back if you spent 3 actions or 2 rounds increases by 5 feet on a failed save and 10 feet on a critical failure. diff --git a/content/mechanics/spells/Spells/Level 3/Enthrall.md b/content/mechanics/spells/Spells/Level 3/Enthrall.md new file mode 100644 index 000000000..7fafdf3fa --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Enthrall.md @@ -0,0 +1,51 @@ +--- +name: Enthrall +alias: Enthrall +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Ardad Lili, Belial, Bes, Calistria, Eritrice, Likha, Milani, Nyarlathotep (The Crawling Chaos), Shelyn, Tlehar +bloodline: diabolic, fey, genie +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: all creatures in range +source: "Pathfinder Core Rulebook" +duration: sustained +save: will +basic: false +traits: + - common + - auditory + - emotion + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==emotion== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The target is unaffected and notices that you tried to use magic. +**Success** The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled). +**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. +**Critical Failure** As failure, but the target can't attempt a save to end the fascination if it disagrees with you. diff --git a/content/mechanics/spells/Spells/Level 3/Envenom Companion.md b/content/mechanics/spells/Spells/Level 3/Envenom Companion.md new file mode 100644 index 000000000..ebc49a976 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Envenom Companion.md @@ -0,0 +1,38 @@ +--- +name: Envenom Companion +alias: Envenom Companion +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 3 +school: necromancy +type: utility +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: your companion or eidolon +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - poison + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==poison== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed Strike that deals piercing or slashing damage, that Strike deals an additional 1d8 poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also [[Clumsy]] 1 for 1 round. This spell can't target familiars. +**Heightened (+3)** The poison damage increases by 1d8 and the clumsy value imposed on a failed save increases by 1. diff --git a/content/mechanics/spells/Spells/Level 3/Excise Lexicon.md b/content/mechanics/spells/Spells/Level 3/Excise Lexicon.md new file mode 100644 index 000000000..e12b6c0a1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Excise Lexicon.md @@ -0,0 +1,47 @@ +--- +name: Excise Lexicon +alias: Excise Lexicon +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: divination +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +target: 1 creature +source: "Pathfinder #186: Ghost King's Rage" +duration: varies +save: will +basic: false +traits: + - uncommon + - linguistic + - mental + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==linguistic== | ==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You reach into a creature's mind and extract its knowledge of a word. Choose a word to excise when you Cast the Spell. The word must be a mundane word, not a proper noun, and not a word of power such as those used as verbal components for spells. The target must attempt a Will save. The target forgets any words you remove with this spell. While the spell lasts, the target doesn't register or understand the excised words in any form, signed, spoken, written, or otherwise, and can't comprehend them by any means, even by a tongues spell or similar magic. The spell fails if you don't share at least one language with the target. However, the target forgets the words from each language they know, not just your shared languages. +**Critical Success** The target is unaffected and knows which words you attempted to excise. +**Success** The spell's duration is 1 minute. +**Failure** The spell's duration is 1 day. +**Critical Failure** The spell's duration is unlimited. + + +**Heightened (+2)** You excise one additional word. diff --git a/content/mechanics/spells/Spells/Level 3/Familiar's Face.md b/content/mechanics/spells/Spells/Level 3/Familiar's Face.md new file mode 100644 index 000000000..db437bb28 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Familiar's Face.md @@ -0,0 +1,40 @@ +--- +name: Familiar's Face +alias: Familiar's Face +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: divination +type: utility +traditions: [arcane, divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 1 mile +target: 1 willing creature that is your animal companion or familiar +source: "Pathfinder Advanced Player's Guide" +duration: sustained +traits: + - common + - scrying + - divination +components: + - material + - somatic +--- +# `=this.name` +==scrying== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. If you can cast a spell with the revelation trait that affects your senses, such as [[See Invisibility]], while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use Command an Animal on the target as part of Sustaining this Spell. You don't need line of sight or line of effect to your target when you Cast this Spell. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Far Sight.md b/content/mechanics/spells/Spells/Level 3/Far Sight.md new file mode 100644 index 000000000..1e48cea83 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Far Sight.md @@ -0,0 +1,35 @@ +--- +name: Far Sight +alias: Far Sight +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: divination +type: utility +traditions: [occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder #177: Burning Tundra" +duration: 10 minutes +traits: + - uncommon + - visual + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==visual== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You can see distant objects as if they were closer. You can view creatures, objects, and terrain features that are more than 30 feet away and up to 300 feet away as though they were only 30 feet away. You can view creatures, objects, and terrain features that are 300 feet away or more as though they were only one-tenth as far away. This spell only affects your ability to discern visual details; it doesn't let you treat the objects as actually closer for the purposes of spells, ranged attacks, or otherwise. This spell doesn't affect the range of other visual senses you might have, so if you have a visual sense that extends to only 60 feet, you still can't use it to see things beyond that range, even if they would appear closer with this spell. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 3/Feet to Fins.md b/content/mechanics/spells/Spells/Level 3/Feet to Fins.md similarity index 52% rename from content/Mechanics/Spells/Spells/Level 3/Feet to Fins.md rename to content/mechanics/spells/Spells/Level 3/Feet to Fins.md index 4158bf35f..c2df38af2 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Feet to Fins.md +++ b/content/mechanics/spells/Spells/Level 3/Feet to Fins.md @@ -27,21 +27,17 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (6th)** The spell lasts until the next time you make your daily preparations. --- # `=this.name` ==morph== | ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (6th)** The spell lasts until the next time you make your daily preparations. diff --git a/content/Mechanics/Spells/Spells/Level 3/Fireball.md b/content/mechanics/spells/Spells/Level 3/Fireball.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 3/Fireball.md rename to content/mechanics/spells/Spells/Level 3/Fireball.md index bfde54251..24da3f387 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Fireball.md +++ b/content/mechanics/spells/Spells/Level 3/Fireball.md @@ -29,22 +29,18 @@ traits: components: - somatic - verbal -description: > - A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage. - - **Heightened (+1)** The damage increases by 2d6. --- # `=this.name` ==fire== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage. +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 3/Focusing Hum.md b/content/mechanics/spells/Spells/Level 3/Focusing Hum.md new file mode 100644 index 000000000..081bc303b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Focusing Hum.md @@ -0,0 +1,36 @@ +--- +name: Focusing Hum +alias: Focusing Hum +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: divination +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 15-foot emanation +source: "Pathfinder Dark Archive" +duration: sustained up to 1 minute +traits: + - common + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Duration** `=this.duration` +*** +You infuse the air around you with a sustained hum that allows creatures within it to resist distractions. The DC of any flat check to Cast a Spell while stupefied for creatures within the area is 2 lower. Confused creatures in the area don't attack anyone, including themselves, and instead lose the ability to speak coherently. You take a -2 penalty to Stealth checks to Hide and Sneak. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Gasping Marsh.md b/content/mechanics/spells/Spells/Level 3/Gasping Marsh.md new file mode 100644 index 000000000..c4babd8cf --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Gasping Marsh.md @@ -0,0 +1,48 @@ +--- +name: Gasping Marsh +alias: Gasping Marsh +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: evocation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +area: 10-foot burst +source: "Pathfinder #171: Hurricane's Howl" +duration: sustained up to 1 minute +save: fortitude +basic: true +traits: + - uncommon + - poison + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==poison== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +With a rattling hiss, you create a quickly evaporating mist of invisible poisonous marsh gas to smother creatures in the area. When you Sustain the Spell, the mist dissipates completely from the previous area, and you can select a new area within range to fill with the mist. If you don't Sustain the Spell, the mist dissipates and the spell ends. + +You deal 4d6 poison damage to each breathing creature that starts its turn in the area. Each affected creature must attempt a Fortitude save. + +The creature is then temporarily immune to gasping marsh for 1 minute. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is [[Sickened]] 1. +**Critical Failure** The creature takes double damage, is [[Sickened]] 2, and takes 1d8 persistent Poison damage. diff --git a/content/Mechanics/Spells/Spells/Level 3/Ghostly Weapon.md b/content/mechanics/spells/Spells/Level 3/Ghostly Weapon.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 3/Ghostly Weapon.md rename to content/mechanics/spells/Spells/Level 3/Ghostly Weapon.md index 8b3101751..2f66f3c8c 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Ghostly Weapon.md +++ b/content/mechanics/spells/Spells/Level 3/Ghostly Weapon.md @@ -25,18 +25,15 @@ traits: components: - somatic - verbal -description: > - 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. If the weapon is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. If the weapon is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Glyph of Warding.md b/content/mechanics/spells/Spells/Level 3/Glyph of Warding.md new file mode 100644 index 000000000..371c68d3f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Glyph of Warding.md @@ -0,0 +1,46 @@ +--- +name: Glyph of Warding +alias: Glyph of Warding +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: abjuration +type: utility +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 10 minutes +pf2etime: "" +range: touch +target: 1 container or a 10-foot-by-10-foot area +source: "Pathfinder Core Rulebook" +duration: unlimited +traits: + - common + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Gravity Well.md b/content/mechanics/spells/Spells/Level 3/Gravity Well.md new file mode 100644 index 000000000..51e940b66 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Gravity Well.md @@ -0,0 +1,44 @@ +--- +name: Gravity Well +alias: Gravity Well +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: evocation +type: save +traditions: [arcane, occult] +deities: Otolmens, The Path of the Heavens +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 30-foot burst +source: "Pathfinder Lost Omens: Gods & Magic" +save: reflex +basic: false +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +You create a sphere of altered gravity. All creatures and unsecured objects in the area move towards the center, depending on their Reflex saving throws. This follows the rules for forced movement. If there's not enough space near the center of the sphere, creatures and objects nearer to the center move first, and others move as far as they can without being blocked, up to the amount set by their saving throw outcomes. +**Critical Success** The creature is unaffected. +**Success** The creature moves 5 feet toward the center. +**Failure** The creature moves 15 feet toward the center. +**Critical Failure** The creature moves 30 feet toward the center. diff --git a/content/Mechanics/Spells/Spells/Level 3/Haste.md b/content/mechanics/spells/Spells/Level 3/Haste.md similarity index 57% rename from content/Mechanics/Spells/Spells/Level 3/Haste.md rename to content/mechanics/spells/Spells/Level 3/Haste.md index 97b198631..6fe9b3fd3 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Haste.md +++ b/content/mechanics/spells/Spells/Level 3/Haste.md @@ -27,21 +27,17 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (7th)** You can target up to 6 creatures. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (7th)** You can target up to 6 creatures. diff --git a/content/Mechanics/Spells/Spells/Level 3/Heroism.md b/content/mechanics/spells/Spells/Level 3/Heroism.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 3/Heroism.md rename to content/mechanics/spells/Spells/Level 3/Heroism.md index 67b46685a..b42d05d3a 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Heroism.md +++ b/content/mechanics/spells/Spells/Level 3/Heroism.md @@ -25,20 +25,16 @@ traits: components: - somatic - verbal -description: > - You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks. - - **Heightened (6th)** The status bonus increases to +2. - **Heightened (9th)** The status bonus increases to +3. --- # `=this.name` ==mental== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks. +**Heightened (6th)** The status bonus increases to +2. +**Heightened (9th)** The status bonus increases to +3. diff --git a/content/Mechanics/Spells/Spells/Level 3/Hypercognition.md b/content/mechanics/spells/Spells/Level 3/Hypercognition.md similarity index 53% rename from content/Mechanics/Spells/Spells/Level 3/Hypercognition.md rename to content/mechanics/spells/Spells/Level 3/Hypercognition.md index c6738d178..187fcec4d 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Hypercognition.md +++ b/content/mechanics/spells/Spells/Level 3/Hypercognition.md @@ -20,16 +20,13 @@ traits: - divination components: - verbal -description: > - 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. --- # `=this.name` ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Hypnotic Pattern.md b/content/mechanics/spells/Spells/Level 3/Hypnotic Pattern.md new file mode 100644 index 000000000..9898d7764 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Hypnotic Pattern.md @@ -0,0 +1,43 @@ +--- +name: Hypnotic Pattern +alias: Hypnotic Pattern +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: illusion +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 10-foot burst +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - common + - visual + - illusion +components: + - material + - somatic +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Success** The target is unaffected. +**Failure** The target is Fascinated by the pattern. +**Critical Failure** The target is Fascinated by the pattern. While it remains Fascinated, it can't use reactions. diff --git a/content/mechanics/spells/Spells/Level 3/Impending Doom.md b/content/mechanics/spells/Spells/Level 3/Impending Doom.md new file mode 100644 index 000000000..843035657 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Impending Doom.md @@ -0,0 +1,52 @@ +--- +name: Impending Doom +alias: Impending Doom +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: divination +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 living creature +source: "Pathfinder Secrets of Magic" +duration: 3 round +save: will +basic: false +traits: + - common + - emotion + - fear + - incapacitation + - mental + - prediction + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==fear== | ==incapacitation== | ==mental== | ==prediction== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise. The intense mental vision grows more and more terrifying to the target as the doom grows closer, and it takes 3 rounds to reach its conclusion. The target must attempt a Will saving throw to determine the effects. At the end of the spell's duration, if the target was affected, the target witnesses its death and takes 6d6 mental damage. +**Critical Success** The creature is unaffected. +**Success** The creature is unaffected for 1 round. On the second round, it becomes [[Flat-Footed]]. Finally, on the third round, it becomes [[Frightened]] 1. At the end of the third round, it takes half damage. +**Failure** The creature is immediately flat-footed. On the second round, it becomes [[Frightened]] 2. Finally, on the third round, it also becomes [[Stunned]] 1. At the end of the third round, the creature takes full damage. +**Critical Failure** The creature is immediately flat-footed and [[Frightened]] 3. On the second round, it becomes stunned 1. Finally, on the third round, it also becomes [[Paralyzed]]. At the end of the third round, the creature takes double damage. + + +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 3/Infectious Ennui.md b/content/mechanics/spells/Spells/Level 3/Infectious Ennui.md new file mode 100644 index 000000000..a7c244c36 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Infectious Ennui.md @@ -0,0 +1,48 @@ +--- +name: Infectious Ennui +alias: Infectious Ennui +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: enchantment +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder Kingmaker" +duration: sustained, up to 1 minute +save: will +basic: false +traits: + - rare + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +With a wave of your hand and a short invocation, you cause feelings of ennui and impending doom to well up in the mind of the targeted creature, who must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** The target is momentarily overwhelmed with ennui. It becomes [[Slowed]] 1 as it grapples mentally with the pointlessness of existence, but at the end of the target's next turn, the spell effect ends. +**Failure** The target is slowed 1 and [[Frightened]] 1 from the sense of ennui, and remains slowed and can't reduce the frightened condition below 1 as long as the spell is sustained. At the start of the target's turn, choose one creature within 30 feet of the target to attempt a Will save as well; on a failure, that creature is slowed 1 for 1 round; either way, they are then temporarily immune to this casting of infectious ennui. (Ennui does not continue to spread from this secondary target.) +**Critical Failure** As failure, but the primary target is [[Slowed]] 2 and [[Frightened]] 2. + + +**Heightened (5th)** When a secondary target becomes slowed, it remains slowed as long as the spell is sustained. diff --git a/content/mechanics/spells/Spells/Level 3/Insect Form.md b/content/mechanics/spells/Spells/Level 3/Insect Form.md new file mode 100644 index 000000000..26b1a4e58 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Insect Form.md @@ -0,0 +1,75 @@ +--- +name: Insect Form +alias: Insect Form +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 3 +school: transmutation +type: utility +traditions: [primal] +deities: Ghlaunder, Kitumu +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. + +You gain the following statistics and abilities regardless of which battle form you choose: + +AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. +10 temporary Hit Points. +Low-light vision. +One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. +Athletics modifier of +13, unless your own is higher. + + +You also gain specific abilities based on the form you choose: +**Ant** +Speed 30 feet, climb Speed 30 feet; +Melee 1 mandibles, Damage 2d6 bludgeoning. + +**Beetle** +Speed 25 feet; +Melee 1 mandibles, Damage 2d10 bludgeoning. + +**Centipede** +Speed 25 feet, climb Speed 25 feet; darkvision; +Melee 1 mandibles, Damage 1d8 piercing plus 1d4 persistent Poison damage. + +**Mantis** +Speed 40 feet; imprecise scent 30 feet; +Melee 1 foreleg, Damage 2d8 bludgeoning. + +**Scorpion** +Speed 40 feet; darkvision, imprecise tremorsense 60 feet; +Melee 1 stinger, Damage 1d8 piercing plus 1d4 persistent Poison damage; +Melee 1 pincer (agile), Damage 1d6 bludgeoning. + +**Spider** +Speed 25 feet, climb Speed 25 feet; darkvision; +Melee 1 fangs, Damage 1d6 piercing plus 1d4 persistent Poison damage; +Ranged 1 web (range increment 20 feet), Damage entangles the target for 1 round. + +**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. +**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. diff --git a/content/mechanics/spells/Spells/Level 3/Invisibility Sphere.md b/content/mechanics/spells/Spells/Level 3/Invisibility Sphere.md new file mode 100644 index 000000000..110f32019 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Invisibility Sphere.md @@ -0,0 +1,42 @@ +--- +name: Invisibility Sphere +alias: Invisibility Sphere +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Luhar, Thamir +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +target: you and any number of creatures in range +area: 10-foot emanation +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - illusion +components: + - material + - somatic +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. +**Heightened (5th)** The duration increases to 1 hour. diff --git a/content/mechanics/spells/Spells/Level 3/Levitate.md b/content/mechanics/spells/Spells/Level 3/Levitate.md new file mode 100644 index 000000000..b32fd2528 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Levitate.md @@ -0,0 +1,41 @@ +--- +name: Levitate +alias: Levitate +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: evocation +type: utility +traditions: [arcane, occult] +deities: Nethys +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 unattended object or willing creature +source: "Pathfinder Core Rulebook" +duration: 5 minutes +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Life Connection.md b/content/mechanics/spells/Spells/Level 3/Life Connection.md new file mode 100644 index 000000000..a753113e6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Life Connection.md @@ -0,0 +1,42 @@ +--- +name: Life Connection +alias: Life Connection +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 3 +school: necromancy +type: utility +traditions: [divine, primal] +time: 10 minutes +pf2etime: "" +range: touch +target: 1 living creature +source: "Pathfinder Secrets of Magic" +duration: 24 hours +traits: + - common + - contingency + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==contingency== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. A creature can be part of no more than one life connection simultaneously. When the spell is complete, you gain the Defend Life reaction; once you use the reaction, the spell ends. + +**Defend Life | reaction | [[Concentrate]] | **Trigger** The target takes damage; **Requirements** You're within 1 mile of the target; **Effect** After calculating the amount of damage the target would take (applying weaknesses, resistances, and the like), you lose an equal number of Hit Points, and the target doesn't take any of the damage. You can't reduce the amount of Hit Points you lose in this way. The target still takes any effects that would come with the damage, however, such as the venom on a viper's fangs Strike. + diff --git a/content/mechanics/spells/Spells/Level 3/Life Pact.md b/content/mechanics/spells/Spells/Level 3/Life Pact.md new file mode 100644 index 000000000..77fb5b786 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Life Pact.md @@ -0,0 +1,43 @@ +--- +name: Life Pact +alias: Life Pact +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: necromancy +type: heal +traditions: [divine, occult, primal] +time: 1 minute +pf2etime: "" +range: touch +target: up to 6 willing creatures +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +duration: 10 minutes +traits: + - uncommon + - healing + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==healing== | ==necromancy== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +Using your life force or spirit as a conduit, you bind the targets in a mystical pact. If one of the targets is about to take damage that would reduce it to 0 Hit Points, all other targets immediately lose 3 Hit Points and the triggering target regains a number of Hit Points equal to the Hit Points lost this way, just before taking the damage. If this healing is enough that the triggering target is no longer reduced to 0 Hit Points, they remain conscious. Once the triggering target has regained Hit Points from the other targets, the spell ends. +**Heightened (+1)** Increase the number of Hit Points lost by 1 for each target other than the one reduced to 0 Hit Points. The target reduced to 0 Hit Points regains that many additional Hit Points. diff --git a/content/Mechanics/Spells/Spells/Level 3/Lightning Bolt.md b/content/mechanics/spells/Spells/Level 3/Lightning Bolt.md similarity index 60% rename from content/Mechanics/Spells/Spells/Level 3/Lightning Bolt.md rename to content/mechanics/spells/Spells/Level 3/Lightning Bolt.md index c5ece9586..8f5eac9d1 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Lightning Bolt.md +++ b/content/mechanics/spells/Spells/Level 3/Lightning Bolt.md @@ -26,20 +26,16 @@ traits: components: - somatic - verbal -description: > - A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage. - - **Heightened (+1)** The damage increases by 1d12. --- # `=this.name` ==electricity== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage. +**Heightened (+1)** The damage increases by 1d12. diff --git a/content/mechanics/spells/Spells/Level 3/Locate.md b/content/mechanics/spells/Spells/Level 3/Locate.md new file mode 100644 index 000000000..12a1fc575 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Locate.md @@ -0,0 +1,41 @@ +--- +name: Locate +alias: Locate +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: divination +type: utility +traditions: [arcane, divine, occult] +time: 10 minutes +pf2etime: "" +range: 500 feet +target: 1 specific object or type of object +source: "Pathfinder Core Rulebook" +duration: sustained +traits: + - uncommon + - detection + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==detection== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**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. diff --git a/content/mechanics/spells/Spells/Level 3/Mad Monkeys.md b/content/mechanics/spells/Spells/Level 3/Mad Monkeys.md new file mode 100644 index 000000000..a4fd0f7f8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Mad Monkeys.md @@ -0,0 +1,59 @@ +--- +name: Mad Monkeys +alias: Mad Monkeys +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 3 +school: conjuration +type: save +traditions: [primal] +deities: Lahkgya, Ragdya, Sun Wukong +lesson: lesson of mischief +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +area: 5-foot burst +source: "Pathfinder Advanced Player's Guide" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Lesson** `=this.lesson` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting [[Calm Emotions]] or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. + +Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the Spell. The first time each round when you Sustain the Spell, you can move the area of the monkeys by 5 feet. + + +Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys-even for the caster-requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. + + +Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save. +**Critical Success** The creature is unaffected and is temporarily immune for 10 minutes. +**Success** The creature is unaffected. +**Failure** The creature is [[Deafened]] for 1 round. +**Critical Failure** The creature is Deafened for 1 minute. + + +Tumultuous Gymnastics The monkeys jump and climb all over creatures in the spell's area, interfering with complex movements. Each creature in the spell's area must attempt a Reflex save. +**Critical Success** The creature is unaffected and is temporarily immune for 10 minutes. +**Success** The creature is unaffected. +**Failure** For 1 round, the creature must succeed at a DC 5 Flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action. +**Critical Failure** As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area. diff --git a/content/mechanics/spells/Spells/Level 3/Magical Fetters.md b/content/mechanics/spells/Spells/Level 3/Magical Fetters.md new file mode 100644 index 000000000..7e03fef39 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Magical Fetters.md @@ -0,0 +1,43 @@ +--- +name: Magical Fetters +alias: Magical Fetters +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: conjuration +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder #158: Sixty Feet Under" +save: reflex +basic: false +traits: + - uncommon + - incapacitation + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==incapacitation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +Ghostly manacles launch from your outstretched hand and clasp around the target's limbs, impeding its movements. The target must attempt a Reflex save. +**Critical Success** The target is unaffected. +**Success** The target is [[Clumsy]] 1 and takes a -10-foot status penalty to its Speed for 1 round. +**Failure** The target is clumsy 3 and takes a -10-foot status penalty to its Speed for 1 minute. +**Critical Failure** As failure, but the target is also [[Slowed]] 1 for the duration. diff --git a/content/mechanics/spells/Spells/Level 3/Magnetic Acceleration.md b/content/mechanics/spells/Spells/Level 3/Magnetic Acceleration.md new file mode 100644 index 000000000..5185c94b1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Magnetic Acceleration.md @@ -0,0 +1,37 @@ +--- +name: Magnetic Acceleration +alias: Magnetic Acceleration +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: evocation +type: attack +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature or object +source: "Pathfinder Secrets of Magic" +traits: + - common + - attack + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with magnetic acceleration. On a hit, the target takes 3d6 bludgeoning damage and 3d6 piercing damage, or double damage on a critical hit. +**Heightened (+1)** The bludgeoning and piercing damage each increase by 1d6. diff --git a/content/Mechanics/Spells/Spells/Level 3/Martyr's Intervention.md b/content/mechanics/spells/Spells/Level 3/Martyr's Intervention.md similarity index 58% rename from content/Mechanics/Spells/Spells/Level 3/Martyr's Intervention.md rename to content/mechanics/spells/Spells/Level 3/Martyr's Intervention.md index 18433bbc7..09e28ddc0 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Martyr's Intervention.md +++ b/content/mechanics/spells/Spells/Level 3/Martyr's Intervention.md @@ -27,17 +27,14 @@ traits: - necromancy components: - verbal -description: > - You shield a creature in dire need with your own life force, taking the harm upon yourself to save their life. The target is reduced to 1 Hit Point instead of 0 Hit Points. All remaining damage that was prevented from harming the target creature is instead dealt to you. Both you and the target become [[Wounded]] 1; targets who are already wounded increased their wounded value by 1. --- # `=this.name` ==uncommon== | ==healing== | ==necromancy== -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger`; **Requirements** `=this.requirements` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger`; **Requirements** `=this.requirements` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +You shield a creature in dire need with your own life force, taking the harm upon yourself to save their life. The target is reduced to 1 Hit Point instead of 0 Hit Points. All remaining damage that was prevented from harming the target creature is instead dealt to you. Both you and the target become [[Wounded]] 1; targets who are already wounded increased their wounded value by 1. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Meld into Stone.md b/content/mechanics/spells/Spells/Level 3/Meld into Stone.md new file mode 100644 index 000000000..ed55b38bf --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Meld into Stone.md @@ -0,0 +1,41 @@ +--- +name: Meld into Stone +alias: Meld into Stone +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: transmutation +type: utility +traditions: [arcane, primal] +deities: Soralyon, Yuelral +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - earth + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==earth== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Mind Reading.md b/content/mechanics/spells/Spells/Level 3/Mind Reading.md new file mode 100644 index 000000000..00b6b2a07 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Mind Reading.md @@ -0,0 +1,44 @@ +--- +name: Mind Reading +alias: Mind Reading +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: divination +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 round or sustained up to 1 minute +save: will +basic: false +traits: + - uncommon + - detection + - mental + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==detection== | ==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**Critical Success** The target perceives vague surface thoughts from you when you Cast the Spell. +**Success** You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours. +**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. +**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. diff --git a/content/Mechanics/Spells/Spells/Level 3/Mind of Menace.md b/content/mechanics/spells/Spells/Level 3/Mind of Menace.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 3/Mind of Menace.md rename to content/mechanics/spells/Spells/Level 3/Mind of Menace.md index 3c2d207d0..9bac501bb 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Mind of Menace.md +++ b/content/mechanics/spells/Spells/Level 3/Mind of Menace.md @@ -30,20 +30,18 @@ components: - material - somatic - verbal -description: > - This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends. - - **Fight with Fear | reaction | [[Concentrate]], [[Emotion]], [[Enchantment]], [[Fear]], [[Mental]] | Trigger** A creature that you can see uses a mental effect against you; **Effect** The triggering creature must attempt a Will save, which has the following effects. - --- # `=this.name` ==contingency== | ==emotion== | ==fear== | ==mental== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Lesson**: `=this.lesson` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Lesson** `=this.lesson` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends. + + + +**Fight with Fear | reaction | [[Concentrate]], [[Emotion]], [[Enchantment]], [[Fear]], [[Mental]] | Trigger** A creature that you can see uses a mental effect against you; **Effect** The triggering creature must attempt a Will save, which has the following effects. diff --git a/content/mechanics/spells/Spells/Level 3/Moonlight Ray.md b/content/mechanics/spells/Spells/Level 3/Moonlight Ray.md new file mode 100644 index 000000000..6bf74ea89 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Moonlight Ray.md @@ -0,0 +1,47 @@ +--- +name: Moonlight Ray +alias: Moonlight Ray +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 3 +school: evocation +type: attack +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder #172: Secrets of the Temple-City" +traits: + - uncommon + - attack + - cold + - good + - light + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==attack== | ==cold== | ==good== | ==light== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target is a fiend or undead, you deal an extra 5d6 good damage. + +Moonlight ray's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. +**Critical Success** The target takes double cold damage, as well as double good damage if a fiend or undead. +**Success** The target takes full damage. + + +If the light passes through an area of magical darkness or targets a creature affected by magical darkness, moonlight ray 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. +**Heightened (+1)** The cold damage increases by 2d6, and the good damage against fiends and undead increases by 2d6 good{2d6 good damage}. diff --git a/content/mechanics/spells/Spells/Level 3/Moth's Supper.md b/content/mechanics/spells/Spells/Level 3/Moth's Supper.md new file mode 100644 index 000000000..b97ddafc7 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Moth's Supper.md @@ -0,0 +1,42 @@ +--- +name: Moth's Supper +alias: Moth's Supper +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: necromancy +type: heal +traditions: [occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Dark Archive" +duration: 1 hour +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You sigh, and your breath transforms into delicate, black‑winged butterflies and huge death's-head hawkmoths. They flutter about you briefly, and then range forth in search of sustenance- fresh-spilled blood, by preference, but rotting corpses, flowering plants, or even left-behind food will do in a pinch. They then return, perching on your hair or shoulders and whispering their secrets into your ears. This has three effects. + + +You heal 2d4 Hit Points every 10 minutes. + +The first time during the duration when someone successfully Treats your Wounds, you regain an additional 4d4 Hit Points. + +You gain an imprecise sense out to 30 feet that senses only freshly spilled blood and rotten flesh. +**Heightened (+1)** The amount of Hit Points healed every 10 minutes increases by 1d4 and the amount of Hit Points regained from the first Treat Wounds increases by 2d4{2d4}. diff --git a/content/Mechanics/Spells/Spells/Level 3/Neutralize Poison.md b/content/mechanics/spells/Spells/Level 3/Neutralize Poison.md similarity index 61% rename from content/Mechanics/Spells/Spells/Level 3/Neutralize Poison.md rename to content/mechanics/spells/Spells/Level 3/Neutralize Poison.md index e6d518b69..41876eeae 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Neutralize Poison.md +++ b/content/mechanics/spells/Spells/Level 3/Neutralize Poison.md @@ -24,16 +24,13 @@ traits: components: - somatic - verbal -description: > - You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison. --- # `=this.name` ==healing== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Nondetection.md b/content/mechanics/spells/Spells/Level 3/Nondetection.md new file mode 100644 index 000000000..b15398339 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Nondetection.md @@ -0,0 +1,41 @@ +--- +name: Nondetection +alias: Nondetection +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: abjuration +type: utility +traditions: [arcane, occult, primal] +deities: Ahriman, Erecura, Lao Shu Po, Nocticula +time: 10 minutes +pf2etime: "" +range: touch +target: 1 creature or object +source: "Pathfinder Core Rulebook" +duration: 8 hours +traits: + - uncommon + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Oneiric Mire.md b/content/mechanics/spells/Spells/Level 3/Oneiric Mire.md new file mode 100644 index 000000000..8074c396e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Oneiric Mire.md @@ -0,0 +1,44 @@ +--- +name: Oneiric Mire +alias: Oneiric Mire +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: illusion +type: save +traditions: [arcane, occult, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: will +basic: false +traits: + - common + - mental + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. + +Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a -10-foot circumstance penalty to its Speeds. On a critical failure, it's also [[Immobilized]]. In addition to the normal actions to Escape, at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully disbelieves the illusion and no longer needs to make Will saves to risk a Speed penalty or being immobilized, though the area is still difficult terrain. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Ooze Form.md b/content/mechanics/spells/Spells/Level 3/Ooze Form.md new file mode 100644 index 000000000..0bada19df --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Ooze Form.md @@ -0,0 +1,67 @@ +--- +name: Ooze Form +alias: Ooze Form +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: transmutation +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the ooze trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: + +AC = 7 + your level. Ignore your armor's check penalty and Speed reduction. + +20 temporary Hit Points. + +You are immune to critical hits, precision damage, and visual effects. +Resistance 5 to acid, piercing, and slashing damage. +No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense. +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 +14, 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. +Athletics modifier of +14, unless your own is higher. + + +You also gain specific abilities based on the ooze: +**Black Pudding** Speed 15 feet, climb 15 feet; + +Melee 1 pseudopod, Damage 2d6+5 bludgeoning and 1d8 acid. + +**Gelatinous Cube** Speed 15 feet; + +Melee 1 cube face, Damage 1d6+5 acid; a creature hit by your cube face Strike must succeed at a Fortitude save against your spell DC or be [[Stunned]] 1 (or [[Paralyzed]] for 1 round on a critical failure); this save has the incapacitation trait. + +**Gray Ooze** Speed 15 feet, climb 15 feet, swim 15 feet; + +Melee 1 pseudopod, Damage 1d6+5 bludgeoning and 1d6 acid, and you can spend an action after a hit to Grab the target. + +**Ochre Jelly** Speed 15 feet, climb 10 feet; resistance 5 to electricity; + +Melee 1 pseudopod, Damage 1d8+5 bludgeoning and 1d8 acid, and you can spend an action after a hit to Grab the target. + +**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 30 temporary HP; resistance 7 to acid, piercing, and slashing; attack modifier +16; damage bonus +9; and Athletics +16. Your motion sense has a range of 40 feet. +**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 40 temporary HP; resistance 10 to acid, piercing, and slashing; attack modifier +18; damage bonus +6 and double damage dice; and Athletics +20. Your motion sense has a range of 60 feet. +**Heightened (8th)** Your battle form is Gargantuan (20-foot- by-20-foot space), and your attacks have 20-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 60 temporary HP; resistance 12 to acid, piercing, and slashing; attack modifier +28; damage bonus +13 and double damage dice; and Athletics +29. Your motion sense has a range of 60 feet. diff --git a/content/mechanics/spells/Spells/Level 3/Organsight.md b/content/mechanics/spells/Spells/Level 3/Organsight.md new file mode 100644 index 000000000..435ecaa5b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Organsight.md @@ -0,0 +1,43 @@ +--- +name: Organsight +alias: Organsight +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: divination +type: utility +traditions: [arcane, divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 living or undead creature that has organs +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - revelation + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==revelation== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on Medicine checks against the target that depend on its organs, but a -2 circumstance penalty on Medicine checks depending on seeing its skin. + +When you Cast the Spell, attempt a special Recall Knowledge check using Medicine to spot and discern a vital organ. If you have a Lore skill appropriate to the creature, you can use that skill instead of Medicine. If you succeed, the next time you deal piercing or slashing damage to the target with a Strike or spell, you deal 4d6 additional precision damage. Once on each of your subsequent turns, you can use a single action to attempt the special Recall Knowledge check again. The extra damage isn't cumulative, so making the check more than once before a Strike or spell has no extra benefit. +**Heightened (+1)** The precision damage increases by 1d6{1d6}. diff --git a/content/mechanics/spells/Spells/Level 3/Painted Scout.md b/content/mechanics/spells/Spells/Level 3/Painted Scout.md new file mode 100644 index 000000000..9ba592fe1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Painted Scout.md @@ -0,0 +1,44 @@ +--- +name: Painted Scout +alias: Painted Scout +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: divination +type: save +traditions: [occult, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: touch +target: a cave wall or other stone surface +source: "Pathfinder #175: Broken Tusk Moon" +duration: sustained +save: will +basic: false +traits: + - uncommon + - scrying + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==scrying== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You press your hand to the stone, causing hand-drawn scouts to spread out from your fingers. As long as you keep your hand on the wall and Sustain the Spell, you can see, hear, and smell through the painted scout using whatever senses you have (including natural senses like scent or darkvision, or magical effects like [[See Invisibility]]). You can move the scout up to your Speed along the wall each time you Sustain the Spell. The scout can move anywhere along the wall to a range of 120 feet as long as its path is unbroken; it treats sharp corners and particularly craggy spots on the wall as difficult terrain. The painted scout is bonded to the wall on which you created it and can't move onto another surface or material. + +You can spend an action to make the scout Hide or Sneak, and you can roll a Nature or Occultism check in place of the usual Stealth check. The painted scout must be near a suitably obscured nook or cranny to Hide; it can't Hide or Sneak along a flat, featureless wall. If the painted scout is smeared or doused in water, the scout is destroyed and the spell ends. +**Heightened (6th)** You create up to five separate painted scouts, and the range to which the scouts can move along the wall increases to 500 feet. Each time you Sustain the Spell, you can move one scout up to your Speed, and you can see, hear, and smell through all five scouts simultaneously. A destroyed scout can't be replaced, and the spell ends if all the scouts are destroyed. diff --git a/content/mechanics/spells/Spells/Level 3/Paralyze.md b/content/mechanics/spells/Spells/Level 3/Paralyze.md new file mode 100644 index 000000000..e3ae5519c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Paralyze.md @@ -0,0 +1,50 @@ +--- +name: Paralyze +alias: Paralyze +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Barbatos, Dammerich, Kabriri, Kalekot, Selket +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: varies +save: will +basic: false +traits: + - common + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The target is unaffected. +**Success** The target is [[Stunned]] 1. +**Failure** The target is [[Paralyzed]] for 1 round. +**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. + + +**Heightened (7th)** You can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 3/Perseis's Precautions.md b/content/mechanics/spells/Spells/Level 3/Perseis's Precautions.md new file mode 100644 index 000000000..11dd284e5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Perseis's Precautions.md @@ -0,0 +1,41 @@ +--- +name: Perseis's Precautions +alias: Perseis's Precautions +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: divination +type: utility +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: touch +source: "Pathfinder Lost Omens: Pathfinder Society Guide" +duration: 10 minutes +traits: + - uncommon + - fortune + - prediction + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==fortune== | ==prediction== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +Leaving nothing to chance, you weave divinatory precautions against an ambush, alerting the target to danger. Once during the duration of this spell, the target can roll one Perception, Arcana, Crafting, Lore, Occultism, or Society initiative roll twice and take the better result, after which the spell ends. + +The strain of staying so prepared is too much for a mind to handle for long; the target is temporarily immune to this spell for 24 hours once the spell ends, whether they used the initiative benefit or not. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Phantom Prison.md b/content/mechanics/spells/Spells/Level 3/Phantom Prison.md new file mode 100644 index 000000000..e59cddb6f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Phantom Prison.md @@ -0,0 +1,44 @@ +--- +name: Phantom Prison +alias: Phantom Prison +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: illusion +type: save +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 50 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: will +basic: false +traits: + - common + - incapacitation + - mental + - visual + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==mental== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it disbelieves the illusion and the spell ends. +**Heightened (8th)** You can target up to 5 creatures. diff --git a/content/mechanics/spells/Spells/Level 3/Pillar of Water.md b/content/mechanics/spells/Spells/Level 3/Pillar of Water.md new file mode 100644 index 000000000..e397b3cff --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Pillar of Water.md @@ -0,0 +1,38 @@ +--- +name: Pillar of Water +alias: Pillar of Water +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: evocation +type: utility +traditions: [arcane, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder #152: Legacy of the Lost God" +duration: 1 minute +traits: + - uncommon + - water + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You create a large, self-contained cylinder of still fresh water. The pillar has a maximum radius of 15 feet and a maximum height of 60 feet. Creatures inside the pillar can swim through the water as normal (Swim DC 10), or, if the spell was cast on solid ground, walk along the bottom (which is difficult terrain). Any creature that exits the pillar falls or lands accordingly. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Positive Attunement.md b/content/mechanics/spells/Spells/Level 3/Positive Attunement.md new file mode 100644 index 000000000..a94d0bd31 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Positive Attunement.md @@ -0,0 +1,50 @@ +--- +name: Positive Attunement +alias: Positive Attunement +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 3 +school: necromancy +type: heal +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 living or undead creature +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - common + - healing + - positive + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==healing== | ==positive== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creature is living, it heals 1d8 Hit Points immediately and at the end of each of your turns. Effects that increase healing only increase the initial healing. + +If the creature is undead or has negative healing, it instead takes 1d8 positive damage, depending on the result of its Will save. +**Critical Success** The creature is unaffected. +**Success** The creature is damaged once and the spell ends. +**Failure** The creature is damaged immediately and at the end of each of your turns (so twice in the round you Cast the Spell). +**Critical Failure** As failure, and the damage is doubled. + + +**Heightened (+3)** The damage and healing each increase by 1d8{1d8}. diff --git a/content/mechanics/spells/Spells/Level 3/Pyrotechnics.md b/content/mechanics/spells/Spells/Level 3/Pyrotechnics.md new file mode 100644 index 000000000..fa26ec43b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Pyrotechnics.md @@ -0,0 +1,51 @@ +--- +name: Pyrotechnics +alias: Pyrotechnics +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: transmutation +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 fire +source: "Pathfinder #152: Legacy of the Lost God" +duration: sustained up to 1 minute +save: fortitude +basic: false +traits: + - uncommon + - fire + - transmutation +components: + - material + - somatic +--- +# `=this.name` +==uncommon== | ==fire== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You turn a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, chosen when you Cast the Spell. The spell targets one fire source, which is immediately extinguished if it is a non-magical fire the size of a campfire or smaller. If the fire source is a creature, the creature takes 1d6 points of cold damage and is not extinguished. + + +Fireworks The targeted fire explodes into a colorful array of flashy, fiery, glowing aerial fireworks in a 20-foot-radius burst. The first time you Sustain the Spell each round, you can cause the area of fireworks to ascend up to 20 feet, but you cannot move the area laterally. Creatures that start their turn within the area of the fireworks must attempt a Fortitude save, and are then temporarily immune for 1 minute.**Critical Success** The creature is unaffected +**Success** The creature is [[Dazzled]] until the end of its next turn. +**Failure** The creature is [[Blinded]] until the end of its next turn. +**Critical Failure** The creature is Blinded for 1 minute. + + +Smoke Cloud Thick smoke billows out from the fire and coalesces into a cloud that spreads to fill a 20-foot-radius burst centered on the targeted fire. Creatures within the smoke cloud take a -4 circumstance penalty to visual Perception checks, and creatures outside the smoke cloud take a -4 circumstance penalty to visual Perception checks to detect creatures or objects within it. The first time you Sustain the Spell each round, you can cause the smoke cloud to descend up to 20 feet, but you cannot move the area laterally. Creatures that start their turn within the smoke cloud must attempt a Fortitude save, and are then temporarily immune for 1 minute. **Success** The creature is unaffected. +**Failure** The creature is [[Sickened]] 1. +**Critical Failure** The creature is Sickened 1 and cannot recover from the sickened condition while in the area of the smoke cloud. diff --git a/content/mechanics/spells/Spells/Level 3/Rally Point.md b/content/mechanics/spells/Spells/Level 3/Rally Point.md new file mode 100644 index 000000000..d9e4c5418 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Rally Point.md @@ -0,0 +1,40 @@ +--- +name: Rally Point +alias: Rally Point +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: conjuration +type: attack +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: touch +area: 5-foot square +source: "Pathfinder Dark Archive" +duration: 1 minute +traits: + - uncommon + - teleportation + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +You mark the area touched as a rally point. During the spell's duration, you can take a single action, which has the concentrate trait, to teleport to the rally point along with items you are wearing or holding. This teleportation fails if the area is occupied, if the rally point is more than 120 feet away, or if you try to bring along any other creature, even if it's in an extradimensional container. Once you teleport to the rally point, the spell's duration ends. +**Heightened (7th)** You can target up to four other creatures within 30 feet, in addition to yourself. Each of you can teleport to the rally point once during the spell's duration, by taking a single action, which has the concentrate trait. The duration no longer ends once you teleport to the rally point, though you still can't teleport to the rally point again. diff --git a/content/Mechanics/Spells/Spells/Level 3/Remove Disease.md b/content/mechanics/spells/Spells/Level 3/Remove Disease.md similarity index 62% rename from content/Mechanics/Spells/Spells/Level 3/Remove Disease.md rename to content/mechanics/spells/Spells/Level 3/Remove Disease.md index 05677d006..c32d8ef81 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Remove Disease.md +++ b/content/mechanics/spells/Spells/Level 3/Remove Disease.md @@ -25,16 +25,13 @@ components: - material - somatic - verbal -description: > - Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target. --- # `=this.name` ==healing== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Roaring Applause.md b/content/mechanics/spells/Spells/Level 3/Roaring Applause.md new file mode 100644 index 000000000..108c6f954 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Roaring Applause.md @@ -0,0 +1,49 @@ +--- +name: Roaring Applause +alias: Roaring Applause +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: enchantment +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +duration: sustained +save: will +basic: false +traits: + - common + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. Targets of this spell must be able to see, hear, or otherwise understand you. The targets must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions. +**Failure** The target applauds you so vigorously that it can't use reactions and is [[Slowed]] 1. The applause is so involved that it has the manipulate trait. This triggers reactions based on the manipulate trait at the start of the target's turn. +**Critical Failure** As failure, plus the target is so distracted by its vigorous applauding of you that it's [[Fascinated]] with you. + + +**Heightened (6th)** You can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 3/Rouse Skeletons.md b/content/mechanics/spells/Spells/Level 3/Rouse Skeletons.md new file mode 100644 index 000000000..9e526a530 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Rouse Skeletons.md @@ -0,0 +1,45 @@ +--- +name: Rouse Skeletons +alias: Rouse Skeletons +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 10-foot burst +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +save: reflex +basic: true +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal 2d6 slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save). + +On subsequent rounds, the first time you Sustain the Spell each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal 2d6 slashing damage (basic Reflex save) to each creature in their new area. + +Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated. +**Heightened (+2)** The damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Level 3/Safe Passage.md b/content/mechanics/spells/Spells/Level 3/Safe Passage.md new file mode 100644 index 000000000..b36f4ec18 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Safe Passage.md @@ -0,0 +1,44 @@ +--- +name: Safe Passage +alias: Safe Passage +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 3 +school: abjuration +type: utility +traditions: [arcane, divine, primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: touch +source: "Pathfinder Advanced Player's Guide" +duration: sustained up to 1 minute +traits: + - common + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type. + +Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the [[Concealed]] condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area. +**Heightened (5th)** The granted resistance increases to 10, and the area can be 120 feet long. +**Heightened (8th)** The granted resistance increases to 15, and the area can be 500 feet long. diff --git a/content/Mechanics/Spells/Spells/Level 3/Sanctified Ground.md b/content/mechanics/spells/Spells/Level 3/Sanctified Ground.md similarity index 55% rename from content/Mechanics/Spells/Spells/Level 3/Sanctified Ground.md rename to content/mechanics/spells/Spells/Level 3/Sanctified Ground.md index 888862ab6..9bcef0771 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Sanctified Ground.md +++ b/content/mechanics/spells/Spells/Level 3/Sanctified Ground.md @@ -25,17 +25,15 @@ components: - material - somatic - verbal -description: > - 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. --- # `=this.name` ==consecration== | ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Duration** `=this.duration` +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Duration** `=this.duration` **Cost** `=this.cost` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Sculpt Sound.md b/content/mechanics/spells/Spells/Level 3/Sculpt Sound.md new file mode 100644 index 000000000..19a48a92c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Sculpt Sound.md @@ -0,0 +1,46 @@ +--- +name: Sculpt Sound +alias: Sculpt Sound +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 3 +school: illusion +type: utility +traditions: [occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature or object +source: "Pathfinder Advanced Player's Guide" +duration: 10 minutes +save: will +basic: false +traits: + - common + - illusion +components: + - material + - somatic +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You change the sounds made by a creature or object. Choose how you're altering the sounds when you Cast the Spell; you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a Perception check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the Perception check. You can Dismiss the spell. + +Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most auditory effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save. +**Success** The affected sound from the creature isn't altered. +**Failure** The affected sound from the creature is altered in the way you determine. +**Critical Failure** The affected sound from the creature is altered and the target becomes [[Stupefied]] 2 for 1 minute as it struggles with the disorienting effects of its altered sound. + + +**Heightened (5th)** You can target up to 6 creatures or 6 objects, altering the sounds of all affected creatures or objects in the same way. diff --git a/content/mechanics/spells/Spells/Level 3/Sea of Thought.md b/content/mechanics/spells/Spells/Level 3/Sea of Thought.md new file mode 100644 index 000000000..a6ab2d7d3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Sea of Thought.md @@ -0,0 +1,40 @@ +--- +name: Sea of Thought +alias: Sea of Thought +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: conjuration +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 15-foot burst +source: "Pathfinder Dark Archive" +duration: 1 minute +save: fortitude +basic: false +traits: + - common + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You cover the area in a sloshing torrent of semi-solidified thought, roughly ankle high. The area becomes difficult terrain, similarly to a shallow bog. Each round that a creature starts its turn in the area, it must attempt a Fortitude save against the shifting waves of thought. 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 knocked [[Prone]]. +**Heightened (+1)** The radius of the spell's area increases by 5 feet. diff --git a/content/mechanics/spells/Spells/Level 3/Searing Light.md b/content/mechanics/spells/Spells/Level 3/Searing Light.md new file mode 100644 index 000000000..a5db0f407 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Searing Light.md @@ -0,0 +1,50 @@ +--- +name: Searing Light +alias: Searing Light +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 3 +school: evocation +type: attack +traditions: [divine, primal] +bloodline: angelic, psychopomp +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - attack + - fire + - good + - light + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==fire== | ==good== | ==light== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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 +**Critical Success** The target takes double fire damage, as well as double good damage if a fiend or undead. +**Success** The target takes full damage + + +**Heightened (+1)** The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 3/Secret Page.md b/content/mechanics/spells/Spells/Level 3/Secret Page.md new file mode 100644 index 000000000..5734615a3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Secret Page.md @@ -0,0 +1,41 @@ +--- +name: Secret Page +alias: Secret Page +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Irez, Lissala, The Enlightened Scholar's Path, Thoth +time: 1 minute +pf2etime: "" +range: touch +target: 1 page up to 3 square feet in size +source: "Pathfinder Core Rulebook" +duration: unlimited +traits: + - common + - visual + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Shadow Projectile.md b/content/mechanics/spells/Spells/Level 3/Shadow Projectile.md new file mode 100644 index 000000000..b83db05c4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Shadow Projectile.md @@ -0,0 +1,44 @@ +--- +name: Shadow Projectile +alias: Shadow Projectile +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: illusion +type: save +traditions: [arcane, occult] +time: reaction +pf2etime: "*⬲{ .Pathfinder }*" +trigger: An ally within 20 feet of you makes a ranged attack roll +source: "Pathfinder Secrets of Magic" +save: will +basic: false +traits: + - common + - shadow + - visual + - illusion +components: + - somatic +--- +# `=this.name` +==shadow== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Saving Throw** `=this.save` +*** +You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour. +**Critical Success** The creature is unaffected. +**Success** The creature is [[Flat-Footed]] against the triggering attack. +**Failure** The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile. +**Critical Failure** As failure, but double damage. + + +**Heightened (+2)** The damage increases by 1d8. diff --git a/content/mechanics/spells/Spells/Level 3/Shadow Spy.md b/content/mechanics/spells/Spells/Level 3/Shadow Spy.md new file mode 100644 index 000000000..7a88be85d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Shadow Spy.md @@ -0,0 +1,37 @@ +--- +name: Shadow Spy +alias: Shadow Spy +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: necromancy +type: utility +traditions: [occult, primal] +time: 1 minute +pf2etime: "" +range: 120 feet +source: "Pathfinder Dark Archive" +duration: until the next time you make your daily preparations +traits: + - common + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You mix blood, soil, and shadow together to form a half-real homunculus in the shape of a crow, sparrow, or other bird. You then command the bird to fly to a location within range and observe all around it. The bird has the statistics of a homunculus, save that it has all of your senses and shares your Perception modifier. Once the spell's duration elapses or upon a trigger you set (which must be fairly simple-"at dusk" or "when the judge leaves"), the bird flies to your location. If you wring its neck and drink its blood, you learn all that it saw since its creation. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Shift Blame.md b/content/mechanics/spells/Spells/Level 3/Shift Blame.md new file mode 100644 index 000000000..69bc6608f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Shift Blame.md @@ -0,0 +1,42 @@ +--- +name: Shift Blame +alias: Shift Blame +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: enchantment +type: save +traditions: [arcane, occult] +time: reaction +pf2etime: "*⬲{ .Pathfinder }*" +trigger: You or another creature attacks a creature or fails at a Deception, Diplomacy, or Intimidation check +range: 30 feet +target: the target of the triggering attack or skill check +source: "Pathfinder Secrets of Magic" +save: will +basic: false +traits: + - common + - mental + - enchantment +components: + - verbal +--- +# `=this.name` +==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You alter the target's memories of the triggering event as they form. You choose another creature (which can be you) with the capacity to make the triggering attack or skill check, and you alter the target's memories to recall the creature you chose as responsible for the triggering attack or skill check. The target must attempt a Will save and is then temporarily immune for 24 hours. +**Critical Success** The target knows you attempted to alter its memories. +**Success** The target doesn't realize you attempted to alter its memories, though it knows you cast a spell. +**Failure** You successfully alter the target's memory. It isn't forced to react to the new memories in a particular way, and it's likely to question them if they contradict other information it knows or are implausible for the situation. diff --git a/content/mechanics/spells/Spells/Level 3/Shifting Sand.md b/content/mechanics/spells/Spells/Level 3/Shifting Sand.md new file mode 100644 index 000000000..e809d8a0e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Shifting Sand.md @@ -0,0 +1,52 @@ +--- +name: Shifting Sand +alias: Shifting Sand +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: transmutation +type: attack +traditions: [arcane, primal] +deities: Anubis, Yamatsumi +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +area: 20-foot burst +source: "Pathfinder Lost Omens: Gods & Magic" +duration: sustained up to 1 minute +traits: + - common + - earth + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==earth== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +You cause the surface to heave. The area becomes difficult terrain and any tracks in the area are destroyed by the churning ground. Creatures standing in the area take a -1 status penalty to Acrobatics checks to Balance and Tumble Through and Athletics checks to High Jump and Long Jump. The first time each round you Sustain the Spell, you can move the churning area up to 10 feet in any direction. Creatures immobilized by the spell are carried along with the shifting sand in the same direction, if possible; this movement is forced movement. Creatures that enter or begin their turn standing in the shifting sand must attempt a Reflex save. +**Critical Success** The creature is unaffected and ignores the area's difficult terrain and penalty to skill checks until the end of its turn. +**Success** The creature ignores the area's penalty to skill checks until the end of its turn. +**Failure** The creature is affected normally by the spell this turn. +**Critical Failure** The creature becomes [[Immobilized]] within the spell's area until it Escapes. If the creature was already immobilized by shifting sands, it also falls [[Prone]]. + + +**Heightened (5th)** The status penalty increases to -2 and the spell's range increases to 60 feet. +**Heightened (7th)** The status penalty increases to -3, the spell's range increases to 60 feet, and the spell's area increases to a 30-foot burst. +**Heightened (9th)** The status penalty increases to -4, the spell's range increases to 60 feet, and the spell's area increases to a 40-foot burst. diff --git a/content/mechanics/spells/Spells/Level 3/Show the Way.md b/content/mechanics/spells/Spells/Level 3/Show the Way.md new file mode 100644 index 000000000..40c803f18 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Show the Way.md @@ -0,0 +1,40 @@ +--- +name: Show the Way +alias: Show the Way +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 3 +school: divination +type: utility +traditions: [divine, primal] +time: 10 minutes +pf2etime: "" +target: you and allies in the area +area: 5-foot emanation +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 8 hours +traits: + - common + - detection + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==detection== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target`; **Area** `=this.area` +**Duration** `=this.duration` +*** +You and affected allies gain preternatural knowledge of the path ahead, allowing you to intuit the best way forward and avoid potential obstacles such as difficult or confusing terrain. For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain reduces you to only three-quarters your travel Speed instead of half, and traveling through greater difficult terrain reduces your travel Speed to only half your travel Speed instead of one-third. Show the way does not prevent you from falling into traps or encountering other artificial obstacles and hazards. +**Heightened (+6)** For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain doesn't reduce your travel Speed at all, and traveling through greater difficult terrain reduces your travel Speed to only three-quarters of its normal value instead of one-third. diff --git a/content/mechanics/spells/Spells/Level 3/Shrink Item.md b/content/mechanics/spells/Spells/Level 3/Shrink Item.md new file mode 100644 index 000000000..2df38f75f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Shrink Item.md @@ -0,0 +1,37 @@ +--- +name: Shrink Item +alias: Shrink Item +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane +level: 3 +school: transmutation +type: utility +traditions: [arcane] +time: 10 minutes +pf2etime: "" +range: touch +target: 1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Sign of Conviction.md b/content/mechanics/spells/Spells/Level 3/Sign of Conviction.md new file mode 100644 index 000000000..8c8314f56 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Sign of Conviction.md @@ -0,0 +1,40 @@ +--- +name: Sign of Conviction +alias: Sign of Conviction +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/attack + - pf2e/tradition/divine +level: 3 +school: conjuration +type: attack +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +duration: sustained up to 1 minute +traits: + - uncommon + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==conjuration== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You conjure the religious symbol of your deity into the air above you in the same space you stand in, wielding the power of your faith to smite your foes. This religious symbol is immobile, made of pure magical force, and can't be damaged. As long as you Sustain sign of conviction, you gain a +1 status bonus to AC and saving throws and are [[Immobilized]]. The DC for any effect to force you to move out of your space (such as the Shove action) is equal to your spell DC or the normal DC, whichever is higher. If you stop being immobilized or are moved out of your space, sign of conviction immediately ends. + +When you Cast the Spell and each time you Sustain the Spell, the religious symbol emits a blast of energy at a target within 100 feet. Make a spell attack roll that deals 2d10 damage on a success (see below for determining damage type) and double damage on a critical success. You can Sustain the Spell multiple times in the same round to emit an array of blasts. + +If you worship a good deity, the spell gains the good and light traits, deals your choice of either fire or good damage, and emits bright light in a 20-foot burst. If you worship an evil deity, the spell gains the evil and darkness traits, deals your choice of cold or evil damage, and reduces the light level in a 20-foot burst to dim light if it would be brighter. If you worship a neutral deity, the spell gains the force trait and deals force damage. +**Heightened (+2)** The damage increases by 1d10. diff --git a/content/mechanics/spells/Spells/Level 3/Slow.md b/content/mechanics/spells/Spells/Level 3/Slow.md new file mode 100644 index 000000000..6b9cf277d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Slow.md @@ -0,0 +1,51 @@ +--- +name: Slow +alias: Slow +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: transmutation +type: save +traditions: [arcane, occult, primal] +deities: Korada, Lorthact, Matravash +bloodline: demonic +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: fortitude +basic: false +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You dilate the flow of time around the target, slowing its actions. +**Critical Success** The target is unaffected. +**Success** The target is [[Slowed]] 1 for 1 round. +**Failure** The target is [[Slowed]] 1 for 1 minute. +**Critical Failure** The target is [[Slowed]] 2 for 1 minute. + + +**Heightened (6th)** You can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 3/Soothing Blossoms.md b/content/mechanics/spells/Spells/Level 3/Soothing Blossoms.md new file mode 100644 index 000000000..c346420c8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Soothing Blossoms.md @@ -0,0 +1,38 @@ +--- +name: Soothing Blossoms +alias: Soothing Blossoms +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 3 +school: conjuration +type: utility +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +area: 10-foot burst +source: "Pathfinder Secrets of Magic" +duration: 10 minutes +traits: + - common + - plant + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==plant== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a poison or disease effect, it gets a critical success instead. The blossoms grant assisted recovery to everyone in the area to end their persistent damage, both when the spell is cast and at the start of each of your turns. Once the duration ends, the flowers lose their magical effect, but a few of them might survive in the area as long as they can naturally. This spell doesn't give a benefit on a save against an affliction unless the stage lasts 10 minutes or less. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Stinking Cloud.md b/content/mechanics/spells/Spells/Level 3/Stinking Cloud.md new file mode 100644 index 000000000..ea19794e6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Stinking Cloud.md @@ -0,0 +1,46 @@ +--- +name: Stinking Cloud +alias: Stinking Cloud +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: conjuration +type: save +traditions: [arcane, primal] +deities: Gogunta +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: fortitude +basic: false +traits: + - common + - poison + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==poison== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.) +**Critical Success** The creature is unaffected. +**Success** The creature is [[Sickened]] 1. +**Failure** The creature is [[Sickened]] 1 and [[Slowed]] 1 while in the cloud. +**Critical Failure** The creature is [[Sickened]] 2 and [[Slowed]] 1 until it leaves the cloud. diff --git a/content/mechanics/spells/Spells/Level 3/Sudden Recollection.md b/content/mechanics/spells/Spells/Level 3/Sudden Recollection.md new file mode 100644 index 000000000..79f6e3f8d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Sudden Recollection.md @@ -0,0 +1,42 @@ +--- +name: Sudden Recollection +alias: Sudden Recollection +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 3 +school: enchantment +type: save +traditions: [occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +duration: unlimited +save: will +basic: false +traits: + - uncommon + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving throw to resist the effect. A willing creature can choose to fail its save. +**Critical Success** The target is unaffected and realizes you tried to alter its memory. +**Success** The target is unaffected but thinks your spell was something harmless instead of sudden recollection, unless it identifies the spell. +**Failure** You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends. diff --git a/content/mechanics/spells/Spells/Level 3/Temporal Twin.md b/content/mechanics/spells/Spells/Level 3/Temporal Twin.md new file mode 100644 index 000000000..8a2e4e69b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Temporal Twin.md @@ -0,0 +1,41 @@ +--- +name: Temporal Twin +alias: Temporal Twin +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: conjuration +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: one willing ally +source: "Pathfinder Dark Archive" +duration: until the end of your next turn +traits: + - uncommon + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You pull a fleeting duplicate of your ally from the recent past. The duplicate appears in an unoccupied space of your choice within 30 feet of you and repeats a basic single action the target took since the end of your last turn, such as making a Strike or Interacting to pull a lever. Because the other basic single actions don't produce much of a result on their own, this is typically used for Strike and Interact, though occasionally it could be useful to have a temporal twin Stride through a potentially dangerous area to expose a hazard. The target ally spends a reaction to create the duplicate, makes any decisions, and rolls for the repeated action, such as choosing a target for a Strike and making the attack roll. If the ally doesn't have a reaction to spend, temporal twin fails. Use the duplicate's location for determining flanking, cover, and the like. Using this spell requires remembering what your ally did, and if you don't remember the details, the GM might not allow you to cast temporal twin. + +This action can't be used for anything but a basic single action, nor can it use limited resources. The action can have a different target than the original action but must be very similar in form. For example, if the original action were to Interact to pull a lever, the time duplicate could pull a different lever, but couldn't turn a doorknob or pick up an item from a table. + +Being pulled through time to create a twin destabilizes the target's timeline. Once an ally has been the target of temporal twin, they're temporarily immune for 1 day. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Threefold Aspect.md b/content/mechanics/spells/Spells/Level 3/Threefold Aspect.md new file mode 100644 index 000000000..396ecbb45 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Threefold Aspect.md @@ -0,0 +1,42 @@ +--- +name: Threefold Aspect +alias: Threefold Aspect +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: transmutation +type: utility +traditions: [occult, primal] +deities: Followers of Fate, Lymnieris, Magdh, Ra +time: 1 minute +pf2etime: "" +target: Self +source: "Pathfinder Advanced Player's Guide" +duration: until the next time you make your daily preparations +traits: + - common + - polymorph + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target` +**Duration** `=this.duration` +*** +This spell allows you to change between three versions of yourself of different ages: a maiden (young adult), a mother (adult), or a matriarch (elderly). Choose one when you Cast the Spell. While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the concentrate trait. Your form always looks like you regardless of the age, and creatures who know you still recognize you and can tell your age is different. + +Threefold aspect alters your physical appearance and personality to present an authentic version of yourself at various ages. This grants you a +4 status bonus to Deception checks to pass as the chosen age, and you can add your level as a proficiency bonus to these checks even if you're untrained. Furthermore, unless a creature specifically uses a Seek action or otherwise carefully examines you, it doesn't get a chance to notice that you aren't at your true age. You can Dismiss this spell. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Time Jump.md b/content/mechanics/spells/Spells/Level 3/Time Jump.md new file mode 100644 index 000000000..277f1f345 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Time Jump.md @@ -0,0 +1,33 @@ +--- +name: Time Jump +alias: Time Jump +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: transmutation +type: utility +traditions: [arcane, occult] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +traits: + - common + - transmutation +components: + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +*** +You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. + +While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled. Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become [[Stupefied]] 4 for 1 minute. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Time Pocket.md b/content/mechanics/spells/Spells/Level 3/Time Pocket.md new file mode 100644 index 000000000..4891d48f3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Time Pocket.md @@ -0,0 +1,40 @@ +--- +name: Time Pocket +alias: Time Pocket +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: transmutation +type: utility +traditions: [arcane, occult] +time: 1 minute +pf2etime: "" +range: touch +target: one item of 1 Bulk or less that a willing creature is holding +source: "Pathfinder Dark Archive" +duration: until the next time you make your daily preparations +traits: + - common + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You fling the target item forward in time and link it to the future of the creature holding it. The item disappears. When the spell ends, the item reappears with the creature that was holding it when you Cast the Spell. If the creature has enough hands free to hold the item, it appears in their hands. Otherwise, it falls to the ground in the creature's space. + +You can Dismiss the spell, and it automatically ends if you're reduced to 0 Hit Points or cast time pocket again. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Transcribe Conflict.md b/content/mechanics/spells/Spells/Level 3/Transcribe Conflict.md new file mode 100644 index 000000000..2fe4308f2 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Transcribe Conflict.md @@ -0,0 +1,41 @@ +--- +name: Transcribe Conflict +alias: Transcribe Conflict +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: divination +type: utility +traditions: [arcane, occult] +time: 1 minute +pf2etime: "" +range: touch +source: "Pathfinder Kingmaker" +duration: 1 hour +traits: + - rare + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==rare== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You cause a sheet of paper to appear in your hand, and a moment later a detailed description of a combat you experienced within the last hour is recorded on that sheet of paper in a language that you know of your choice. The description is detailed enough that anyone who spends 1 minute reading the page can attempt to Recall Knowledge about the event as if they had been there, but the primary purpose of the transcribed conflict is to give you additional insight into the fight by allowing you to study the conflict and learn from errors or tactical blunders participants in the battle may have committed. + +When you cast this spell, choose a type of foe in the fight you transcribed and attempt to Recall Knowledge about that foe using your spell DC-10 instead of your skill modifier in an appropriate skill to do so. For this action, you can't use any special abilities, reactions, or free actions that trigger when you Recall Knowledge. If you are successful, you not only learn information about that foe as determined by the GM, but for the remainder of transcribe conflict's duration, you gain a +1 status bonus to Initiative checks in combats where you face that exact kind of foe. For example, if you made the check against a wrath demon, the bonus would apply only to wrath demons, not to other demons. The GM decides if a foe who is disguised grants you this bonus. +**Heightened (5th)** The bonus to initiative increases to +2 and the duration increases to 8 hours. +**Heightened (8th)** The bonus to initiative increases to +3 and the duration increases until the next time you do your daily preparations, and the status bonus to Initiative checks applies to any allies who took part in the fight you transcribed as long as they are within 30 feet of you when you cast the spell. diff --git a/content/mechanics/spells/Spells/Level 3/Unseasonable Squall.md b/content/mechanics/spells/Spells/Level 3/Unseasonable Squall.md new file mode 100644 index 000000000..d78e935e8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Unseasonable Squall.md @@ -0,0 +1,43 @@ +--- +name: Unseasonable Squall +alias: Unseasonable Squall +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: evocation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 20-foot burst +source: "Pathfinder #151: The Show Must Go On" +duration: until the start of your next turn +save: fortitude +basic: false +traits: + - uncommon + - air + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==air== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You issue a blast of sudden wind that ripples outward from the center of the burst. The wind extinguishes small non-magical fires, disperses fog and mist, scatters objects of light Bulk or less, and pushes unsecured objects of 1 Bulk or less 5 feet away from the spell's origin point. Each Medium or smaller creature in the area when you Cast the Spell or that moves into spell's area must attempt a Fortitude saving throw. +**Success** The creature is unaffected. +**Failure** The creature is knocked [[Prone]]. If the creature was Flying, it gets a critical failure instead. +**Critical Failure** The creature is pushed 30 feet away from the center of the burst, is knocked Prone, and takes 2d6 bludgeoning damage. diff --git a/content/Mechanics/Spells/Spells/Level 3/Vampiric Touch.md b/content/mechanics/spells/Spells/Level 3/Vampiric Touch.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 3/Vampiric Touch.md rename to content/mechanics/spells/Spells/Level 3/Vampiric Touch.md index 1f55d098d..7b3301236 100644 --- a/content/Mechanics/Spells/Spells/Level 3/Vampiric Touch.md +++ b/content/mechanics/spells/Spells/Level 3/Vampiric Touch.md @@ -29,20 +29,16 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 2d6. --- # `=this.name` ==death== | ==negative== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +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. +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 3/Wall of Radiance.md b/content/mechanics/spells/Spells/Level 3/Wall of Radiance.md new file mode 100644 index 000000000..9bcd42b9d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Wall of Radiance.md @@ -0,0 +1,43 @@ +--- +name: Wall of Radiance +alias: Wall of Radiance +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: evocation +type: save +traditions: [arcane, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder #172: Secrets of the Temple-City" +duration: 1 minute +save: fortitude +basic: true +traits: + - uncommon + - light + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==light== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You form a wall of brilliant light that obscures creatures. You create a thin wall of light 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. + +Creatures adjacent to the wall are [[Dazzled]]. Creatures that move through the wall take 2d6 fire damage (basic Fortitude save) as the concentrated light burns them. +**Heightened (4th)** The bright light makes it difficult to discern creatures on the other side. Creatures are [[Concealed]] to other creatures on the opposite side of the wall from them. The fire damage increases to 3d6. diff --git a/content/mechanics/spells/Spells/Level 3/Wall of Shadow.md b/content/mechanics/spells/Spells/Level 3/Wall of Shadow.md new file mode 100644 index 000000000..bc7240d68 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Wall of Shadow.md @@ -0,0 +1,42 @@ +--- +name: Wall of Shadow +alias: Wall of Shadow +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 3 +school: evocation +type: attack +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder #172: Secrets of the Temple-City" +duration: 1 minute +traits: + - uncommon + - darkness + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==darkness== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You form a wall of pure darkness 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 and, if you wish, can be of a shorter length or height. The wall prevents light from passing through and appears as a sheet of pure darkness to creatures observing it. + +Creatures without darkvision or those unable to see through darkness can't see creatures on the other side of the wall. The wall is too thin for creatures to Hide in the darkness itself, but creatures can Hide from creatures on the other side of the wall as normal. +**Heightened (5th)** Creatures with darkvision (but not greater darkvision) can barely see through the wall. They treat targets seen through the wall as [[Concealed]]. +**Heightened (7th)** Creatures with greater darkvision can barely see through the darkness. They treat targets seen through the wall as concealed. All other creatures are unable to see through the darkness at all. diff --git a/content/mechanics/spells/Spells/Level 3/Wall of Thorns.md b/content/mechanics/spells/Spells/Level 3/Wall of Thorns.md new file mode 100644 index 000000000..cca026135 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Wall of Thorns.md @@ -0,0 +1,42 @@ +--- +name: Wall of Thorns +alias: Wall of Thorns +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 3 +school: conjuration +type: utility +traditions: [primal] +deities: Erastil, Fandarra, Jaidi, Treerazer, Xhamen-Dor, Zon-Kuthon +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 60 feet +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - plant + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==plant== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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 10-foot-by-10-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. +**Heightened (+1)** The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4. diff --git a/content/mechanics/spells/Spells/Level 3/Wall of Virtue.md b/content/mechanics/spells/Spells/Level 3/Wall of Virtue.md new file mode 100644 index 000000000..1e8e4c941 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Wall of Virtue.md @@ -0,0 +1,45 @@ +--- +name: Wall of Virtue +alias: Wall of Virtue +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine +level: 3 +school: evocation +type: utility +traditions: [arcane, divine] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +duration: 1 minute +traits: + - uncommon + - light + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==light== | ==evocation== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You create a translucent wall of light, which draws power from the celestial realms. You create either a 5-foot-thick wall in a straight line up to 60 feet long and 10 feet high or a 5-foot-thick, 10-foot-radius ring with the same height. The wall sheds bright light for 20 feet on each side and dim light for the next 20 feet. + +If the light passes through an area of magical darkness or targets a creature affected by magical darkness, wall of virtue attempts to counteract the darkness. + +Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 1d8 good damage and 1d8 positive damage. +**Heightened (+2)** The good damage increases by 1d8, and the positive damage increases by 1d8. diff --git a/content/mechanics/spells/Spells/Level 3/Wall of Water.md b/content/mechanics/spells/Spells/Level 3/Wall of Water.md new file mode 100644 index 000000000..ce715ee8f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Wall of Water.md @@ -0,0 +1,44 @@ +--- +name: Wall of Water +alias: Wall of Water +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: conjuration +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - water + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==water== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. + +Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell. + +Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to Swim through. The rules of aquatic combat apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a -2 circumstance penalty. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Wall of Wind.md b/content/mechanics/spells/Spells/Level 3/Wall of Wind.md new file mode 100644 index 000000000..bbf09d040 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Wall of Wind.md @@ -0,0 +1,55 @@ +--- +name: Wall of Wind +alias: Wall of Wind +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 3 +school: evocation +type: utility +traditions: [arcane, primal] +deities: General Susumu, Horus +lesson: lesson of snow +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - air + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==air== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Lesson** `=this.lesson` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Critical Success** The creature can move through the wall normally this turn. +**Success** The flying creature can move through the wall this turn, but the wall is difficult terrain. +**Failure** The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted. +**Critical Failure** As failure, and the creature is pushed 10 feet away from the wall. diff --git a/content/mechanics/spells/Spells/Level 3/Wanderer's Guide.md b/content/mechanics/spells/Spells/Level 3/Wanderer's Guide.md new file mode 100644 index 000000000..baecabf18 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Wanderer's Guide.md @@ -0,0 +1,35 @@ +--- +name: Wanderer's Guide +alias: Wanderer's Guide +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: divination +type: utility +traditions: [divine, occult] +time: 1 minute +pf2etime: "" +source: "Pathfinder Core Rulebook" +duration: until your next daily preparations +traits: + - common + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Warding Aggression.md b/content/mechanics/spells/Spells/Level 3/Warding Aggression.md new file mode 100644 index 000000000..36957fa5f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Warding Aggression.md @@ -0,0 +1,39 @@ +--- +name: Warding Aggression +alias: Warding Aggression +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 3 +school: abjuration +type: utility +traditions: [arcane, divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: up to 1 minute +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maintain it. Make a melee Strike with a weapon or unarmed attack against a foe. In addition to the normal effects of the Strike, it has the effects below. Warding aggression ends if the foe you attacked dies or at the end of any turn in which you didn't hit that foe with a melee Strike. +**Critical Success** You gain a +3 status bonus to AC against the foe for 1 round and a +2 status bonus to AC against the foe for the remaining duration. +**Success** You gain a +2 status bonus to AC against the foe. +**Failure** You gain a +1 status bonus to AC against the foe. +**Critical Failure** You gain no additional effect. diff --git a/content/mechanics/spells/Spells/Level 3/Web of Eyes.md b/content/mechanics/spells/Spells/Level 3/Web of Eyes.md new file mode 100644 index 000000000..b9b5bb61d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Web of Eyes.md @@ -0,0 +1,44 @@ +--- +name: Web of Eyes +alias: Web of Eyes +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 3 +school: divination +type: utility +traditions: [arcane, divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: up to 5 willing creatures +source: "Pathfinder Secrets of Magic" +duration: 10 minutes +traits: + - common + - scrying + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==scrying== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You place an [[Invisible]] scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help notice things one target sees but the others might not. Each target can use an action, which has the concentrate trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision. + +This improves how well the recipients can perceive anything the sharing creature is looking at. For instance, if a creature is undetected to a recipient but observed by the sharing creature, the creature becomes observed by the recipient as well. Typically, the creature is seen as a glowing outline superimposed on its position. This might allow the recipient to target a creature it couldn't otherwise; however, cover and line of effect still might prevent or impede targeting and attacks. This can only improve the recipient's vision, not reduce it; for example, if an enemy was undetected by the sharing creature and observed by a recipient, the recipient would still clearly observe the enemy. + +Once the vision sharing stops, the benefit ends. Whether a creature is hidden or undetected is still based on the last information a target had before the vision sharing ended. For example, that means if a creature is behind a wall but hasn't moved, it's still hidden rather than undetected by a recipient that witnessed its current position. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 3/Whirling Scarves.md b/content/mechanics/spells/Spells/Level 3/Whirling Scarves.md new file mode 100644 index 000000000..3b0d870a2 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Whirling Scarves.md @@ -0,0 +1,36 @@ +--- +name: Whirling Scarves +alias: Whirling Scarves +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/occult + - pf2e/tradition/divine +level: 3 +school: abjuration +type: utility +traditions: [occult, divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 minute +traits: + - common + - force + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You surround yourself in a vortex of whirling colorful scarves of force that obfuscate you and disorient your foes. You gain the benefits of the [[Concealed]] condition, but only against ranged and melee attacks. When a melee attack fails to hit you because of the flat check for the Concealed condition, the scarves snag the weapon or unarmed attack, and the creature takes a -1 circumstance penalty to further attacks with that weapon or unarmed attack until the end of its turn (or the end of its next turn, if it wasn't the creature's turn). The timing of the scarves' movement is harder to predict for ranged attackers, so the flat check for the Concealed condition against ranged attacks increases from DC 5 to DC 6. You can Dismiss this spell. +**Heightened (+2)** The circumstance penalty to further attacks with a melee weapon or unarmed attack the scarves snag increases by 1. The DC of the flat check for the Concealed condition against ranged attacks increases by 1. diff --git a/content/mechanics/spells/Spells/Level 3/Zone of Truth.md b/content/mechanics/spells/Spells/Level 3/Zone of Truth.md new file mode 100644 index 000000000..4c0ef78be --- /dev/null +++ b/content/mechanics/spells/Spells/Level 3/Zone of Truth.md @@ -0,0 +1,43 @@ +--- +name: Zone of Truth +alias: Zone of Truth +tags: + - pf2e/spell + - pf2e/spell/level_3 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 3 +school: enchantment +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +area: 20-foot burst +source: "Pathfinder Core Rulebook" +duration: 10 minutes +save: will +basic: false +traits: + - uncommon + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**Critical Success** The target is unaffected. +**Success** The target takes a -2 status penalty to Deception checks. +**Failure** The target can't speak any deliberate and intentional lies, and it takes a -2 status penalty to Deception checks. +**Critical Failure** The target can't speak any deliberate and intentional lies and takes a -4 status penalty to Deception checks. diff --git a/content/mechanics/spells/Spells/Level 4/Aerial Form.md b/content/mechanics/spells/Spells/Level 4/Aerial Form.md new file mode 100644 index 000000000..05191ff8c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Aerial Form.md @@ -0,0 +1,72 @@ +--- +name: Aerial Form +alias: Aerial Form +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 4 +school: transmutation +type: utility +traditions: [arcane, primal] +deities: Andoletta, Horus, Mother Vulture, Tanagaar +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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: + +AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. +5 temporary Hit Points. +Low-light vision. +One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. +Acrobatics modifier of +16, unless your own modifier is higher. + + +You also gain specific abilities based on the form you choose: +**Bat** + +Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet; +Melee a fangs, Damage 2d8 piercing; +Melee a wing (agile), Damage 2d6 bludgeoning. + +**Bird** + +Speed 10 feet, fly Speed 50 feet; +Melee a beak, Damage 2d8 piercing; +Melee a talon (agile), Damage 1d10 slashing. + +**Pterosaur** + +Speed 10 feet, fly Speed 40 feet; imprecise scent 30 feet; +Melee a beak, Damage 3d6 piercing. + +**Wasp** + +Speed 20 feet, fly Speed 40 feet; +Melee a stinger, Damage 1d8 piercing plus 1d6 persistent Poison damage. + +**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. +**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. diff --git a/content/Mechanics/Spells/Spells/Level 4/Air Walk.md b/content/mechanics/spells/Spells/Level 4/Air Walk.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 4/Air Walk.md rename to content/mechanics/spells/Spells/Level 4/Air Walk.md index 5f071bb08..067a17513 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Air Walk.md +++ b/content/mechanics/spells/Spells/Level 4/Air Walk.md @@ -26,18 +26,15 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==air== | ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Anathematic Reprisal.md b/content/mechanics/spells/Spells/Level 4/Anathematic Reprisal.md new file mode 100644 index 000000000..6f213d832 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Anathematic Reprisal.md @@ -0,0 +1,40 @@ +--- +name: Anathematic Reprisal +alias: Anathematic Reprisal +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine +level: 4 +school: enchantment +type: save +traditions: [divine] +time: reaction +pf2etime: "*⬲{ .Pathfinder }*" +trigger: A creature performs an act anathema to your deity. +range: 30 feet +target: the triggering creature +source: "Pathfinder Core Rulebook" +save: will +basic: true +traits: + - common + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +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. +**Heightened (+1)** The damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Level 4/Aromatic Lure.md b/content/mechanics/spells/Spells/Level 4/Aromatic Lure.md new file mode 100644 index 000000000..395c13e8d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Aromatic Lure.md @@ -0,0 +1,49 @@ +--- +name: Aromatic Lure +alias: Aromatic Lure +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: enchantment +type: attack +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder Lost Omens: Legends" +duration: Varies +save: will +basic: false +traits: + - rare + - emotion + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==emotion== | ==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You override a target's olfactory senses, luring them to a specific location through tantalizing false scents. Select a single square within range that is not hazardous or occupied by a creature. The target is drawn to the selected location, becoming euphoric upon arrival. The target must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** The target is distracted by the tantalizing scents, becoming [[Stupefied]] 1 for 1 round. +**Failure** The target is [[Stupefied]] 2 and moves toward the selected location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way. +**Critical Failure** The target is [[Stupefied]] 4 and moves to the selected location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way. If the creature reaches the destination, it must remain in that location for 1d4 rounds but can otherwise act normally. + + +**Heightened (+2)** You target 1 additional creature, selecting a different square within range as their destination. diff --git a/content/mechanics/spells/Spells/Level 4/Bestial Curse.md b/content/mechanics/spells/Spells/Level 4/Bestial Curse.md new file mode 100644 index 000000000..c9cb132ac --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Bestial Curse.md @@ -0,0 +1,46 @@ +--- +name: Bestial Curse +alias: Bestial Curse +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 4 +school: transmutation +type: save +traditions: [arcane, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 living humanoid +source: "Pathfinder Advanced Player's Guide" +duration: varies +save: fortitude +basic: false +traits: + - common + - curse + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target's body gains minor bestial features. Its insides churn as they partially transform, causing it to be [[Clumsy]] 1 for 1 round. When it recovers from the Clumsy condition, its features revert to normal and the spell ends. +**Failure** The target transforms into a bestial form for 1 hour. The target becomes [[Clumsy]] 1 and gains weakness 1 to silver. It gains a claw, hoof, horn, or jaws Strike(your choice) that uses the target's unarmed Strike statistics except that the damage type changes to bludgeoning, piercing, or slashing, as appropriate. Whenever the target attempts to use any manipulate action, it must succeed at a DC 5 Flat check or the action is lost. +**Critical Failure** As failure, but the duration is unlimited. diff --git a/content/mechanics/spells/Spells/Level 4/Blink.md b/content/mechanics/spells/Spells/Level 4/Blink.md new file mode 100644 index 000000000..8bea3388e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Blink.md @@ -0,0 +1,38 @@ +--- +name: Blink +alias: Blink +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: conjuration +type: utility +traditions: [arcane, occult] +deities: Black Butterfly, Nethys, Ng +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - teleportation + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**Heightened (+2)** The resistance increases by 3. diff --git a/content/mechanics/spells/Spells/Level 4/Bloodspray Curse.md b/content/mechanics/spells/Spells/Level 4/Bloodspray Curse.md new file mode 100644 index 000000000..70a1afcc5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Bloodspray Curse.md @@ -0,0 +1,47 @@ +--- +name: Bloodspray Curse +alias: Bloodspray Curse +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 4 +school: necromancy +type: save +traditions: [divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +duration: varies +save: fortitude +basic: false +traits: + - common + - curse + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** For 1 minute, the first time each round that the target takes at least 10 piercing or slashing damage from a single Strike, it takes 2d6 additional damage of the same type. +**Failure** As success, but when it takes the additional damage, it also takes 2d6 persistent Bleed damage. + + +**Heightened (+2)** The additional damage increases by 1d6 and the persistent bleed damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Level 4/Call The Blood.md b/content/mechanics/spells/Spells/Level 4/Call The Blood.md new file mode 100644 index 000000000..27f99012f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Call The Blood.md @@ -0,0 +1,44 @@ +--- +name: Call The Blood +alias: Call The Blood +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 4 +school: necromancy +type: save +traditions: [arcane, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 living creature +source: "Pathfinder #165: Eyes of Empty Death" +save: fortitude +basic: true +traits: + - uncommon + - death + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==death== | ==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +With a word and gesture, you cause streams of blood to erupt from the target's mouth, nostrils, ears, or other facial openings and come rushing into your mouth. You deal 8d4 negative damage to the target. + +If the target takes damage, its blood flows into your mouth. If you're a living creature and don't have negative healing, you're [[Sickened]] 2. If you're undead (or living but have negative healing), you can choose to either gain temporary Hit Points equal to half of the negative damage the target takes (after applying resistance and the like) and become [[Quickened]] for 1 round, or forgo the temporary Hit Points and become quickened for 1 minute. You can use this extra action only to Step, Stride, or Strike. You lose any remaining temporary Hit Points after 1 minute. +**Heightened (+1)** The damage increases by 2d4 negative. diff --git a/content/mechanics/spells/Spells/Level 4/Chroma Leach.md b/content/mechanics/spells/Spells/Level 4/Chroma Leach.md new file mode 100644 index 000000000..eb5f4ce04 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Chroma Leach.md @@ -0,0 +1,41 @@ +--- +name: Chroma Leach +alias: Chroma Leach +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 4 +school: necromancy +type: save +traditions: [occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 living creature +source: "Pathfinder Advanced Player's Guide" +save: fortitude +basic: false +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. The target must attempt a Fortitude save; creatures with the gnome trait take a -2 circumstance penalty to this save. +**Critical Success** The target is unaffected. +**Success** The target is [[Enfeebled]] 2 for 1 round. +**Failure** The target is [[Enfeebled]] 2 for 1 minute and [[Drained]] 1. The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the mental and emotion traits. +**Critical Failure** As failure, but the creature is permanently [[Enfeebled]] 2 and [[Drained]] 2 (although magic such as [[Restoration]] can reduce or remove these conditions). diff --git a/content/mechanics/spells/Spells/Level 4/Chromatic Armor.md b/content/mechanics/spells/Spells/Level 4/Chromatic Armor.md new file mode 100644 index 000000000..29baaf92c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Chromatic Armor.md @@ -0,0 +1,51 @@ +--- +name: Chromatic Armor +alias: Chromatic Armor +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: abjuration +type: utility +traditions: [arcane, occult] +time: 2 or 3 +pf2etime: "" +range: touch +target: 1 willing creature +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - light + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==light== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You wrap the target in armor made of sheets of colored light. The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Will save at the end of its action. On a failure, it becomes [[Dazzled]] until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits. + +When you cast the spell, roll 2d8{1d8 twice} on the table below to see the armor's colors (rerolling any duplicates). Each color grants resistance 5 to the indicated damage type. If you spend three actions to Cast the Spell, roll 3d8{three} times instead. + + +**Red** fire +**Orange** acid +**Yellow** electricity +**Green** poison +**Blue** sonic +**Indigo** mental +**Violet** force +Matching Color The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8. +**Heightened (+3)** The resistance is increased by 5. diff --git a/content/mechanics/spells/Spells/Level 4/Chromatic Ray.md b/content/mechanics/spells/Spells/Level 4/Chromatic Ray.md new file mode 100644 index 000000000..e97eff058 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Chromatic Ray.md @@ -0,0 +1,54 @@ +--- +name: Chromatic Ray +alias: Chromatic Ray +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: evocation +type: attack +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: false +traits: + - common + - attack + - light + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==light== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4{1d4} to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color. + + +**Red** (fire) The ray deals 30 fire damage to the target. +**Orange** (acid) The ray deals 40 acid damage to the target. +**Yellow** (electricity) The ray deals 50 electricity damage to the target. +**Green** (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be [[Enfeebled]] 1 for 1 minute ([[Enfeebled]] 2 on a critical failure). + +**Heightened (6th)** The damage for 40 fire{Red}, 50 acid{Orange}, 60 electricity{Yellow}, and Green each increase by 10. Roll 1d8{1d8} to determine the ray's color, using the results for 1-4 above and the results for 5-8 below. + + +**Blue** The ray has the effect of the [[Flesh to Stone]] spell. On a critical hit, the target is [[Clumsy]] 1 as long as it's [[Slowed]] by the flesh to stone effect. +**Indigo** (emotion, incapacitation, mental) The ray has the effect of the [[Confusion]] spell. On a critical hit, it has the effect of [[Warp Mind]] instead. +**Violet** The target is [[Slowed]] for 1 minute. It must also succeed at a will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a teleportation effect. +**Intense** Color The target is [[Dazzled]] until the end of your next turn, or [[Blinded]] if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8). \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Clairvoyance.md b/content/mechanics/spells/Spells/Level 4/Clairvoyance.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 4/Clairvoyance.md rename to content/mechanics/spells/Spells/Level 4/Clairvoyance.md index b7360e8b2..7179ef1c3 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Clairvoyance.md +++ b/content/mechanics/spells/Spells/Level 4/Clairvoyance.md @@ -26,18 +26,15 @@ components: - material - somatic - verbal -description: > - 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. --- # `=this.name` ==scrying== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Cloak of Light.md b/content/mechanics/spells/Spells/Level 4/Cloak of Light.md new file mode 100644 index 000000000..233d08b5a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Cloak of Light.md @@ -0,0 +1,40 @@ +--- +name: Cloak of Light +alias: Cloak of Light +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 4 +school: necromancy +type: heal +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder #172: Secrets of the Temple-City" +duration: sustained up to 5 rounds +traits: + - uncommon + - healing + - light + - positive + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==healing== | ==light== | ==positive== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim light to the next 30 feet. + +Living creatures that begin their turn adjacent to you recover 2d4 Hit Points. Undead creatures that begin their turn adjacent to you take 4d4 positive damage. +**Heightened (+2)** The healing increases by 1d4, and the damage to undead increases by 2d4 positive damage. diff --git a/content/mechanics/spells/Spells/Level 4/Clownish Curse.md b/content/mechanics/spells/Spells/Level 4/Clownish Curse.md new file mode 100644 index 000000000..dc9611b24 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Clownish Curse.md @@ -0,0 +1,47 @@ +--- +name: Clownish Curse +alias: Clownish Curse +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: enchantment +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder #152: Legacy of the Lost God" +duration: varies +save: will +basic: false +traits: + - uncommon + - attack + - curse + - mental + - misfortune + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==attack== | ==curse== | ==mental== | ==misfortune== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You afflict the target with a curse that causes it to emit ridiculous noises as it moves. Furthermore, the target's hands and feet become awkward and uncoordinated, as though it were wearing oversized gloves and shoes. +**Critical Success** The target is unaffected. +**Success** For 1 round, the target must roll twice and use the worse result whenever attempting an Acrobatics, Stealth, or Thievery check. If the target rolls a failure at an Acrobatics, Stealth, or Thievery check, it gets a critical failure instead. +**Failure** As success, but the effect is 1 hour. +**Critical Failure** As success, except the effect is permanent. diff --git a/content/mechanics/spells/Spells/Level 4/Compel True Name.md b/content/mechanics/spells/Spells/Level 4/Compel True Name.md new file mode 100644 index 000000000..d579779bd --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Compel True Name.md @@ -0,0 +1,49 @@ +--- +name: Compel True Name +alias: Compel True Name +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 4 +school: enchantment +type: save +traditions: [arcane, divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature whose true name you know +source: "Pathfinder Secrets of Magic" +duration: varies +save: will +basic: false +traits: + - rare + - auditory + - incapacitation + - linguistic + - mental + - true-name + - enchantment +components: + - verbal +--- +# `=this.name` +==rare== | ==auditory== | ==incapacitation== | ==linguistic== | ==mental== | ==true-name== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You instruct the target to do something, compelling obedience by calling it by its true name. Your instructions can't be self-destructive. Though this spell has the linguistic trait, this applies only to the instructions; the creature doesn't need to know its own true name to be affected. The target must attempt a Will saving throw. +**Critical Success** The target is unaffected, is temporarily immune to further castings of this spell by you for 1 week, and learns your true name. +**Success** The target is unaffected, is temporarily immune to further castings of this spell by you for 1 day, and learns a fragment of your true name. +**Failure** The target does as you command. The spell has a duration of 10 minutes, or until the target has completed a finite instruction or the instructions become selfdestructive. The creature is temporarily immune to further castings of this spell by you for 1 hour. +**Critical Failure** As failure, but the spell's duration is 8 hours, and the creature is not temporarily immune. diff --git a/content/mechanics/spells/Spells/Level 4/Confusion.md b/content/mechanics/spells/Spells/Level 4/Confusion.md new file mode 100644 index 000000000..4f86d1da1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Confusion.md @@ -0,0 +1,52 @@ +--- +name: Confusion +alias: Confusion +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Hastur, Lahkgya, Narriseminek +bloodline: aberrant +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: will +basic: false +traits: + - common + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The target is unaffected. +**Success** The target babbles incoherently and is [[Stunned]] 1. +**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. +**Critical Failure** The target is Confused for 1 minute, with no save to end early. + + +**Heightened (8th)** You can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 4/Coral Eruption.md b/content/mechanics/spells/Spells/Level 4/Coral Eruption.md new file mode 100644 index 000000000..fc5ce7587 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Coral Eruption.md @@ -0,0 +1,40 @@ +--- +name: Coral Eruption +alias: Coral Eruption +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 4 +school: conjuration +type: save +traditions: [arcane, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 10-foot burst +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: reflex +basic: true +traits: + - common + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. You can create a third nonoverlapping burst if the centers of all three bursts are underwater. Creatures in the area when the spell is cast take 6d6 piercing damage and must attempt a basic Reflex save. A creature that critically fails its saving throw also takes 1d6 persistent Bleed damage. The area becomes difficult terrain and hazardous terrain. A creature that moves through the area takes 3 piercing damage for every square of that area it moves into. +**Heightened (+2)** The initial piercing damage increases by 3d6, and the hazardous terrain damage increases by 1 piercing. diff --git a/content/Mechanics/Spells/Spells/Level 4/Countless Eyes.md b/content/mechanics/spells/Spells/Level 4/Countless Eyes.md similarity index 52% rename from content/Mechanics/Spells/Spells/Level 4/Countless Eyes.md rename to content/mechanics/spells/Spells/Level 4/Countless Eyes.md index 4a5a0cb12..c975c76d9 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Countless Eyes.md +++ b/content/mechanics/spells/Spells/Level 4/Countless Eyes.md @@ -25,17 +25,14 @@ traits: components: - somatic - verbal -description: > - Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can Seek in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight. --- # `=this.name` ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can Seek in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Creation.md b/content/mechanics/spells/Spells/Level 4/Creation.md new file mode 100644 index 000000000..43fb63482 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Creation.md @@ -0,0 +1,42 @@ +--- +name: Creation +alias: Creation +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 4 +school: conjuration +type: utility +traditions: [arcane, primal] +deities: Abadar, Alglenweis, Apsu, Bolka, Brigh, Demon Bringers, Dwarven Pantheon, Isis, Mammon, Nocticula, Shelyn, Sun Wukong, The Endless Road, The Laborer's Bastion, The Prismatic Ray, Torag +bloodline: genie +time: 1 minute +pf2etime: "" +range: 0 feet +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (5th)** The item is metal and can include common minerals, like feldspar or quartz. diff --git a/content/mechanics/spells/Spells/Level 4/Dawnflower's Light.md b/content/mechanics/spells/Spells/Level 4/Dawnflower's Light.md new file mode 100644 index 000000000..b232834b6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Dawnflower's Light.md @@ -0,0 +1,43 @@ +--- +name: Dawnflower's Light +alias: Dawnflower's Light +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: divination +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 unattended, non-magical object of 1 Bulk or less +source: "Pathfinder Kingmaker" +duration: sustained up to 1 minute +traits: + - rare + - good + - light + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==good== | ==light== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +The object glows with soft golden light that lays bare the truth, reveals hidden objects, and shines supernatural light on false orders. The object casts bright light in a 60-foot radius (and dim light for the next 60 feet). Within the area of bright light, Perception checks to locate hidden objects (including secret doors but not traps), Will saves to resist visual illusions, and Will saves to resist effects placed by evil creatures that inflict the controlled condition all gain a +2 status bonus. This light suppresses magical darkness of your Dawnflower's light spell's level or lower. + +Finally, the supernatural light created by this spell is similar to sunlight, and while it can't damage creatures normally harmed by sunlight, it does make them uncomfortable so that they suffer a -2 status penalty to saves versus fear effects while in the area of bright light. +**Heightened (7th)** The status bonus increases to +3. +**Heightened (9th)** The status bonus increases to +4. diff --git a/content/mechanics/spells/Spells/Level 4/Daydreamer's Curse.md b/content/mechanics/spells/Spells/Level 4/Daydreamer's Curse.md new file mode 100644 index 000000000..a07b5bcbf --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Daydreamer's Curse.md @@ -0,0 +1,47 @@ +--- +name: Daydreamer's Curse +alias: Daydreamer's Curse +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: enchantment +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder #164: Hands of the Devil" +duration: varies +save: will +basic: true +traits: + - uncommon + - attack + - curse + - mental + - misfortune + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==attack== | ==curse== | ==mental== | ==misfortune== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You impose a curse upon the target that renders it easily distracted and unable to focus its thoughts on tasks that demand insight or discernment. The target must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting a Medicine, Nature, Perception, or Survival check. If the target critically succeeds at a Perception check or skill check to perform an action with the concentrate trait, the target gets a success instead. +**Failure** As success, but the effect is permanent. +**Critical Failure** As failure, except the target treats the outcomes of all checks with the concentrate trait as one degree of success worse than the result it rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure). diff --git a/content/mechanics/spells/Spells/Level 4/Detect Creator.md b/content/mechanics/spells/Spells/Level 4/Detect Creator.md new file mode 100644 index 000000000..8cb73d0d1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Detect Creator.md @@ -0,0 +1,40 @@ +--- +name: Detect Creator +alias: Detect Creator +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: divination +type: utility +traditions: [arcane, divine, occult] +time: 10 minutes +pf2etime: "" +range: 1 mile +target: 1 destroyed undead +source: "Pathfinder Lost Omens: Knights of Lastwall" +duration: sustained +traits: + - rare + - detection + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==rare== | ==detection== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You examine the remains or spiritual residue of a destroyed undead creature to locate that undead's creator, perhaps a necromancer or vampire. If the creator is within range, you can sense the direction to them. If the creator is within 100 feet, you sense their presence within 100 feet, and the spell ends; you can't further home in on their location. If there's lead or running water between you and the undead's creator, this spell can't locate them. This spell fails automatically if the undead doesn't have a specific creator or the specific creator isn't on the same plane. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Detect Scrying.md b/content/mechanics/spells/Spells/Level 4/Detect Scrying.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 4/Detect Scrying.md rename to content/mechanics/spells/Spells/Level 4/Detect Scrying.md index aad99b396..5531764dc 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Detect Scrying.md +++ b/content/mechanics/spells/Spells/Level 4/Detect Scrying.md @@ -24,19 +24,15 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (6th)** The duration is until the next time you make your daily preparations. --- # `=this.name` ==uncommon== | ==detection== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (6th)** The duration is until the next time you make your daily preparations. diff --git a/content/mechanics/spells/Spells/Level 4/Dimension Door.md b/content/mechanics/spells/Spells/Level 4/Dimension Door.md new file mode 100644 index 000000000..52e08b75f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Dimension Door.md @@ -0,0 +1,46 @@ +--- +name: Dimension Door +aliases: + - Dimension Door + - Translocate +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: conjuration +type: utility +traditions: + - arcane + - occult +deities: Alseta, Eiseth +bloodline: imperial +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +source: Pathfinder Core Rulebook +traits: + - common + - teleportation + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +*** +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. + + +**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. diff --git a/content/mechanics/spells/Spells/Level 4/Dinosaur Form.md b/content/mechanics/spells/Spells/Level 4/Dinosaur Form.md new file mode 100644 index 000000000..ba9a32843 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Dinosaur Form.md @@ -0,0 +1,79 @@ +--- +name: Dinosaur Form +alias: Dinosaur Form +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 4 +school: transmutation +type: utility +traditions: [primal] +deities: Balumbdar, Sobek, Zevgavizeb +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. + +You gain the following statistics and abilities regardless of which battle form you choose: + + +AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. +15 temporary Hit Points. +Low-light vision and imprecise scent 30 feet. +One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. +Athletics modifier of +18, unless your own is higher. + + +You also gain specific abilities based on the form you choose: +**Ankylosaurus** +Speed 25 feet; +Melee 1 tail (backswing, reach 10 feet), Damage 2d6 bludgeoning; +Melee 1 foot, Damage 2d6 bludgeoning. + +**Brontosaurus** +Speed 25 feet; +Melee 1 tail (reach 15 feet), Damage 2d6 bludgeoning; +Melee 1 foot, Damage 2d8 bludgeoning. + +**Deinonychus** +Speed 40 feet; +Melee 1 talon (agile), Damage 2d4 piercing plus 1 bleed damage; +Melee 1 jaws, Damage 1d10 piercing. + +**Stegosaurus** +Speed 30 feet; +Melee 1 tail (reach 10 feet), Damage 2d8 piercing. + +**Triceratops** +Speed 30 feet; +Melee 1 horn, Damage 2d8 piercing, plus 1d6 persistent Bleed damage on a critical hit; +Melee 1 foot, Damage 2d6 bludgeoning. + +**Tyrannosaurus** +Speed 30 feet; +Melee 1 jaws (deadly d12, reach 10 feet), Damage 1d12 piercing; +Melee 1 tail (reach 10 feet), Damage 1d10 bludgeoning. + +**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. +**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. diff --git a/content/mechanics/spells/Spells/Level 4/Dirge of Remembrance.md b/content/mechanics/spells/Spells/Level 4/Dirge of Remembrance.md new file mode 100644 index 000000000..9002646ba --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Dirge of Remembrance.md @@ -0,0 +1,46 @@ +--- +name: Dirge of Remembrance +alias: Dirge of Remembrance +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot cone +source: "Pathfinder #186: Ghost King's Rage" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - uncommon + - sonic + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==sonic== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You sing a funereal dirge to force restless spirits to fully manifest in the Material Plane. Each incorporeal creature in the area takes 4d10 sonic damage (this damage bypasses its resistances) depending on the result of its Will save. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and becomes semi-corporeal until the spell ends. All attacks against it get the benefit of a ghost touch rune. +**Critical Failure** As failure, but double damage. + + +**Heightened (+1)** The damage increases by 1d10. diff --git a/content/Mechanics/Spells/Spells/Level 4/Discern Lies.md b/content/mechanics/spells/Spells/Level 4/Discern Lies.md similarity index 67% rename from content/Mechanics/Spells/Spells/Level 4/Discern Lies.md rename to content/mechanics/spells/Spells/Level 4/Discern Lies.md index e2521b4fd..d4c3d6e22 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Discern Lies.md +++ b/content/mechanics/spells/Spells/Level 4/Discern Lies.md @@ -25,16 +25,13 @@ traits: components: - somatic - verbal -description: > - Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies. --- # `=this.name` ==uncommon== | ==mental== | ==revelation== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Divine Wrath.md b/content/mechanics/spells/Spells/Level 4/Divine Wrath.md new file mode 100644 index 000000000..8707cbff6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Divine Wrath.md @@ -0,0 +1,46 @@ +--- +name: Divine Wrath +alias: Divine Wrath +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine +level: 4 +school: evocation +type: save +traditions: [divine] +bloodline: angelic, demonic +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is [[Sickened]] 1. +**Critical Failure** The creature takes full damage and is [[Sickened]] 2; while it is sickened, it is also [[Slowed]] 1. + + +**Heightened (+1)** The damage increases by 1d10. diff --git a/content/mechanics/spells/Spells/Level 4/Draw the Lightning.md b/content/mechanics/spells/Spells/Level 4/Draw the Lightning.md new file mode 100644 index 000000000..22ee57942 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Draw the Lightning.md @@ -0,0 +1,43 @@ +--- +name: Draw the Lightning +alias: Draw the Lightning +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 4 +school: evocation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature that is either taller than you or higher than you +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: reflex +basic: true +traits: + - common + - electricity + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==electricity== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. You must hold your weapon or an empty hand aloft as part of this spell's somatic component. When you do, a bolt of lightning descends from a storm cloud in the air above your and through the target, dealing 3d12 electricity damage with a basic Reflex save. For the rest of the spell's duration, your first Strike each round with the weapon you held aloft (or with your unarmed attacks if you held an empty hand aloft) deals an additional 1d12 electricity damage. + +The spell creates its own storm cloud if necessary, so you can cast draw the lightning anywhere, even underground. If draw the lightning is cast outside under a cloudy or stormy sky, increase the bolt's damage by 2d12 electricity. +**Heightened (8th)** The damage dealt to the initial target increases by 4d12, and the additional damage dealt on the first Strike each turn increases by 1d12. diff --git a/content/mechanics/spells/Spells/Level 4/Dull Ambition.md b/content/mechanics/spells/Spells/Level 4/Dull Ambition.md new file mode 100644 index 000000000..116ed6c0b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Dull Ambition.md @@ -0,0 +1,47 @@ +--- +name: Dull Ambition +alias: Dull Ambition +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: enchantment +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder Advanced Player's Guide" +duration: varies +save: will +basic: false +traits: + - common + - curse + - mental + - misfortune + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==mental== | ==misfortune== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save. +**Critical Success** The target is unaffected. +**Success** For 1 hour, the target rolls twice and uses the lower result on initiative rolls. +**Failure** For 1 day, the target rolls twice and uses the lower result on initiative rolls and any check to determine the success of a downtime activity. +**Critical Failure** As failure, but the duration is unlimited. diff --git a/content/mechanics/spells/Spells/Level 4/Elemental Gift.md b/content/mechanics/spells/Spells/Level 4/Elemental Gift.md new file mode 100644 index 000000000..1bc5e5269 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Elemental Gift.md @@ -0,0 +1,47 @@ +--- +name: Elemental Gift +alias: Elemental Gift +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 4 +school: transmutation +type: utility +traditions: [primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 willing creature +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element. + +**Air** The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus. + +**Earth** While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement. +**Fire** The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit. +**Water** The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed. + + +**Heightened (8th)** You can target up to 5 willing creatures. diff --git a/content/mechanics/spells/Spells/Level 4/Elephant Form.md b/content/mechanics/spells/Spells/Level 4/Elephant Form.md new file mode 100644 index 000000000..fd10bff36 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Elephant Form.md @@ -0,0 +1,46 @@ +--- +name: Elephant Form +alias: Elephant Form +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 4 +school: transmutation +type: utility +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder #177: Burning Tundra" +duration: 1 minute +traits: + - uncommon + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You channel the primal forces of nature to transform into a Large battle form, specifically that of a powerful and terrifying elephant or similar creature, such as a mammoth, mastodon, or anancus. This spell has the effects of [[Dinosaur Form]], except you gain the following specific abilities instead of the form-specific abilities of dinosaur form. + +Speed 40 feet; + +Melee 1 foot, Damage 2d8 bludgeoning. + +Melee 1 trunk (reach 10 feet), Effect grabbing trunk; +Melee 1 tusk (reach 10 feet), Damage 2d6 piercing. + + +Grabbing Trunk A creature up to two sizes smaller that's hit by your trunk is [[Grabbed]]. If you succeed at your Grapple check against a creature grabbed by your trunk, you can reposition the creature to another space within your trunk's reach. +**Heightened (5th)** Your elephant form is Huge; your trunk and tusk attacks have 15-foot reach, and your foot attack has 10-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. +**Heightened (7th)** Your elephant form is Gargantuan; your trunk and tusk attacks have 20-foot reach, and your foot attack has 15-foot reach. Your AC is 21 + your level and you instead gain 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25. diff --git a/content/mechanics/spells/Spells/Level 4/Enervation.md b/content/mechanics/spells/Spells/Level 4/Enervation.md new file mode 100644 index 000000000..354648c0a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Enervation.md @@ -0,0 +1,46 @@ +--- +name: Enervation +alias: Enervation +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot line +source: "Pathfinder Advanced Player's Guide" +save: fortitude +basic: false +traits: + - common + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save. +**Critical Success** The creature is unaffected. +**Success** The creature takes 2d8 persistent negative damage. +**Failure** The creature takes 4d8 persistent negative damage and becomes [[Drained]] 1. +**Critical Failure** The creature takes 4d8 persistent negative damage and becomes [[Drained]] 2 and [[Doomed]] 1. + + +**Heightened (+2)** The persistent negative damage increases by 1d8 persistent negative damage on a success, or by 2d8 persistent negative damage on a failure or critical failure. diff --git a/content/Mechanics/Spells/Spells/Level 4/Enhance Senses.md b/content/mechanics/spells/Spells/Level 4/Enhance Senses.md similarity index 55% rename from content/Mechanics/Spells/Spells/Level 4/Enhance Senses.md rename to content/mechanics/spells/Spells/Level 4/Enhance Senses.md index a232d0af6..a94368e04 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Enhance Senses.md +++ b/content/mechanics/spells/Spells/Level 4/Enhance Senses.md @@ -26,19 +26,15 @@ traits: components: - somatic - verbal -description: > - You enhance the target's senses. The target gains low-light vision, and all of the target's imprecise senses have their distances doubled. If the target already has low-light vision, they gain darkvision. - - **Heightened (+2)** The number of targets increases by 1. --- # `=this.name` ==uncommon== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You enhance the target's senses. The target gains low-light vision, and all of the target's imprecise senses have their distances doubled. If the target already has low-light vision, they gain darkvision. +**Heightened (+2)** The number of targets increases by 1. diff --git a/content/mechanics/spells/Spells/Level 4/False Nature.md b/content/mechanics/spells/Spells/Level 4/False Nature.md new file mode 100644 index 000000000..e36d97271 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/False Nature.md @@ -0,0 +1,38 @@ +--- +name: False Nature +alias: False Nature +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: illusion +type: utility +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: touch +target: one unattended item or one item you're holding +source: "Pathfinder Dark Archive" +duration: until your next daily preparations +traits: + - uncommon + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You create an illusion that makes an object seem to be something entirely different. When you Cast this Spell, speak aloud a declarative statement that the target is a different, nonspecific object. Your statement can't presuppose any other facts. For instance, you could claim an object is "a stone" or "an antidote," but not "the Starstone" or "the antidote to the lethal poison you already drank." Creatures who previously observed the target receive an immediate Will save to disbelieve, but on a failure, the illusion temporarily rewrites their memory that the object was something different. A creature who failed their Will save, or didn't already see the item's original form, must Interact with the illusion as normal to receive a Perception check against the spell DC to disbelieve. When the spell ends, targets remember the object's true nature, even if they never disbelieved the spell. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Favorable Review.md b/content/mechanics/spells/Spells/Level 4/Favorable Review.md new file mode 100644 index 000000000..dd95e6d90 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Favorable Review.md @@ -0,0 +1,48 @@ +--- +name: Favorable Review +alias: Favorable Review +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: enchantment +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder #152: Legacy of the Lost God" +duration: varies +save: will +basic: false +traits: + - uncommon + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You enchant a creature to ensure they have only good things to say about your show. Identify a single creature, location, or performance, such as "Dame Ellendia," "Savories Meats," or "the Theater of the Mind's latest magic show." The target must attempt Will save. You can Dismiss the spell. +**Critical Success** The target is unaffected and knows you tried to trick it. +**Success** The target is unaffected but thinks your spell was something harmless instead of favorable review, unless it identifies the spell (usually using Identify Magic). +**Failure** The target cannot speak unfavorably about the subject for 1 week. This doesn't change the target's opinion about the subject, but the target's attempts to speak ill of the subject-whether in speech, writing, or other communication-always twist into compliments and praise instead. The target likely becomes aware of this effect quickly and can avoid speaking about the subject entirely if they choose. +**Critical Failure** As failure, except the duration is permanent and the target genuinely holds a favorable opinion about the subject, with their attitude toward the creature (or creatures associated with the subject, such as the owner of a location or artists in a performance) becoming two degrees better (for example, [[Helpful]] instead of [[Indifferent]]. + + +**Heightened (8th)** The range increases to 60 feet and you can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 4/Fey Form.md b/content/mechanics/spells/Spells/Level 4/Fey Form.md new file mode 100644 index 000000000..3064d0f6d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Fey Form.md @@ -0,0 +1,81 @@ +--- +name: Fey Form +alias: Fey Form +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 4 +school: transmutation +type: utility +traditions: [occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the fey trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can Dismiss the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. +15 temporary Hit Points and weakness 5 to cold iron. +Low-light vision. +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 you use the listed damage. These attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. +Acrobatics modifiers of +16, unless your own modifier is higher. + + +You also gain specific abilities based on the type of fey: +**Dryad** + +The temporary HP gained increases to 30; +Speed 25 feet; weakness 5 to fire; +Melee 1 branch, Damage 1d12+8 bludgeoning. + +**Elananx** + +Speed 30 feet; +resistance 5 to fire; +Melee 1 jaws, Damage 1d6+8 piercing plus 1d6 fire; +Melee 1 claw (agile), Damage 1d6 slashing. + +**Naiad** + +Speed 25 feet, swim 25 feet; +resistance 5 to fire; +Melee 1 aqueous fist (water), +Damage 1d8+8 bludgeoning. + +**Redcap** + +Speed 40 feet; +Size Small; +Melee 1 scythe (deadly d10, trip), Damage 1d10+8 slashing; +Melee 1 boot (agile, versatile B), Damage 1d6 piercing. + +**Unicorn** + +gain the beast trait in addition to fey; +Speed 40 feet; +resistance 5 to poison; +Size Large; +Melee 1 horn, Damage 1d10+8 piercing plus 1 good; +Melee 1 hoof (agile), Damage 1d8 bludgeoning; all Strikes have the effects of a Ghost Touch property rune. diff --git a/content/Mechanics/Spells/Spells/Level 4/Fire Shield.md b/content/mechanics/spells/Spells/Level 4/Fire Shield.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 4/Fire Shield.md rename to content/mechanics/spells/Spells/Level 4/Fire Shield.md index 94abe6448..64e4310c1 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Fire Shield.md +++ b/content/mechanics/spells/Spells/Level 4/Fire Shield.md @@ -25,20 +25,16 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (+2)** The cold resistance increases by 5, and the fire damage increases by 1d6. --- # `=this.name` ==fire== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (+2)** The cold resistance increases by 5, and the fire damage increases by 1d6. diff --git a/content/Mechanics/Spells/Spells/Level 4/Fly.md b/content/mechanics/spells/Spells/Level 4/Fly.md similarity index 57% rename from content/Mechanics/Spells/Spells/Level 4/Fly.md rename to content/mechanics/spells/Spells/Level 4/Fly.md index 5e133084c..e57fa5707 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Fly.md +++ b/content/mechanics/spells/Spells/Level 4/Fly.md @@ -27,21 +27,17 @@ traits: components: - somatic - verbal -description: > - The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater. - - **Heightened (7th)** The duration increases to 1 hour. --- # `=this.name` ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater. +**Heightened (7th)** The duration increases to 1 hour. diff --git a/content/mechanics/spells/Spells/Level 4/Forgotten Lines.md b/content/mechanics/spells/Spells/Level 4/Forgotten Lines.md new file mode 100644 index 000000000..de4ef347e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Forgotten Lines.md @@ -0,0 +1,40 @@ +--- +name: Forgotten Lines +alias: Forgotten Lines +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: divination +type: utility +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 text or remnants thereof +source: "Pathfinder #147: Tomorrow Must Burn" +duration: varies +traits: + - rare + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +Members of the Lacunafex and other allies use this spell to restore material that Thrune agents have redacted from historical or otherwise valuable texts. You learn one piece of information that was removed from the target text after its creation. You can instead learn one piece of information from a text that had been destroyed, but you must have a fragment of the text, such as a piece of the cover, a page, or even a clasp or metal fittings. +**Heightened (6th)** The spell reconstructs all missing information regarding a specific topic of your choice. +**Heightened (9th)** The spell also reveals information the writer self-censored and didn't commit to paper. diff --git a/content/mechanics/spells/Spells/Level 4/Gaseous Form.md b/content/mechanics/spells/Spells/Level 4/Gaseous Form.md new file mode 100644 index 000000000..15e2f4258 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Gaseous Form.md @@ -0,0 +1,43 @@ +--- +name: Gaseous Form +alias: Gaseous Form +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 4 +school: transmutation +type: utility +traditions: [arcane, occult, primal] +deities: Hshurha, Monad, Ragdya, Zura +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 willing creature +source: "Pathfinder Core Rulebook" +duration: 5 minutes +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, and it uses its proficiency modifier for unarmored defense. 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Ghostly Tragedy.md b/content/mechanics/spells/Spells/Level 4/Ghostly Tragedy.md new file mode 100644 index 000000000..5741520d3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Ghostly Tragedy.md @@ -0,0 +1,37 @@ +--- +name: Ghostly Tragedy +alias: Ghostly Tragedy +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: divination +type: utility +traditions: [divine, occult] +time: 1 minute +pf2etime: "" +source: "Pathfinder Advanced Player's Guide" +duration: 10 minutes +traits: + - uncommon + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines. + +Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that observed the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Girzanje's March.md b/content/mechanics/spells/Spells/Level 4/Girzanje's March.md similarity index 53% rename from content/Mechanics/Spells/Spells/Level 4/Girzanje's March.md rename to content/mechanics/spells/Spells/Level 4/Girzanje's March.md index e1b052968..5518be96b 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Girzanje's March.md +++ b/content/mechanics/spells/Spells/Level 4/Girzanje's March.md @@ -25,20 +25,16 @@ traits: - enchantment components: - verbal -description: > - You sing a prayer for war, inspiring valor in allies who hear your song. Allied creatures who can hear and understand you gain a +1 status bonus to attack rolls, Fortitude saves, and Will saves against mental effects. - - **Heightened (7th)** The status bonus increases to +2. - **Heightened (10th)** The status bonus increases to +3. --- # `=this.name` ==uncommon== | ==auditory== | ==linguistic== | ==mental== | ==enchantment== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You sing a prayer for war, inspiring valor in allies who hear your song. Allied creatures who can hear and understand you gain a +1 status bonus to attack rolls, Fortitude saves, and Will saves against mental effects. +**Heightened (7th)** The status bonus increases to +2. +**Heightened (10th)** The status bonus increases to +3. diff --git a/content/mechanics/spells/Spells/Level 4/Glibness.md b/content/mechanics/spells/Spells/Level 4/Glibness.md new file mode 100644 index 000000000..a0f788ef6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Glibness.md @@ -0,0 +1,36 @@ +--- +name: Glibness +alias: Glibness +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 4 +school: enchantment +type: utility +traditions: [occult] +deities: Dhalavei, Grandmother Spider, Ydajisk +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - uncommon + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Globe of Invulnerability.md b/content/mechanics/spells/Spells/Level 4/Globe of Invulnerability.md new file mode 100644 index 000000000..26e539bd4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Globe of Invulnerability.md @@ -0,0 +1,39 @@ +--- +name: Globe of Invulnerability +alias: Globe of Invulnerability +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: abjuration +type: utility +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - uncommon + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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). \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Hallucinatory Terrain.md b/content/mechanics/spells/Spells/Level 4/Hallucinatory Terrain.md new file mode 100644 index 000000000..b54686496 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Hallucinatory Terrain.md @@ -0,0 +1,40 @@ +--- +name: Hallucinatory Terrain +alias: Hallucinatory Terrain +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 4 +school: illusion +type: utility +traditions: [arcane, occult, primal] +time: 10 minutes +pf2etime: "" +range: 500 feet +area: 50-foot burst +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - uncommon + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. +**Heightened (5th)** Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures). diff --git a/content/mechanics/spells/Spells/Level 4/Holy Cascade.md b/content/mechanics/spells/Spells/Level 4/Holy Cascade.md new file mode 100644 index 000000000..32351d470 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Holy Cascade.md @@ -0,0 +1,43 @@ +--- +name: Holy Cascade +alias: Holy Cascade +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine +level: 4 +school: evocation +type: save +traditions: [divine] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +area: 20-foot burst +source: "Pathfinder Core Rulebook" +save: reflex +basic: true +traits: + - common + - good + - positive + - water + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==good== | ==positive== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +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. +**Heightened (+1)** The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6. diff --git a/content/mechanics/spells/Spells/Level 4/Hydraulic Torrent.md b/content/mechanics/spells/Spells/Level 4/Hydraulic Torrent.md new file mode 100644 index 000000000..5bb68f67a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Hydraulic Torrent.md @@ -0,0 +1,42 @@ +--- +name: Hydraulic Torrent +alias: Hydraulic Torrent +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 4 +school: evocation +type: save +traditions: [primal] +deities: Hei Feng, Kelizandri +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 60-foot line +source: "Pathfinder Core Rulebook" +save: fortitude +basic: true +traits: + - common + - water + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +A swirling torrent of water manifests along a straight line, battering creatures and unattended objects in 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; unattended objects automatically fail. Creatures that fail the save are also knocked back 5 feet (10 feet on a critical failure). +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 4/Ice Storm.md b/content/mechanics/spells/Spells/Level 4/Ice Storm.md new file mode 100644 index 000000000..7a9e35914 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Ice Storm.md @@ -0,0 +1,42 @@ +--- +name: Ice Storm +alias: Ice Storm +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 4 +school: evocation +type: save +traditions: [arcane, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Advanced Player's Guide" +duration: sustained up to 1 minute +save: reflex +basic: true +traits: + - common + - cold + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==cold== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You create a gray storm cloud that pelts creatures with an icy deluge. When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud (basic Reflex save). Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain, causing creatures in the storm to be [[Concealed]], and making creatures outside the storm Concealed from those inside the storm. Any creature that ends its turn in the storm takes 2 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one. As normal, if a Large or larger creature is in both clouds, it still only takes the initial damage once and the continuing damage once per turn. +**Heightened (+2)** The initial bludgeoning damage and cold damage increase by 1d8 each, and the cold damage creatures take at the end of their turns increases by 1. diff --git a/content/mechanics/spells/Spells/Level 4/Implement of Destruction.md b/content/mechanics/spells/Spells/Level 4/Implement of Destruction.md new file mode 100644 index 000000000..a3dd7b205 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Implement of Destruction.md @@ -0,0 +1,49 @@ +--- +name: Implement of Destruction +alias: Implement of Destruction +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: enchantment +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 enemy, and 1 weapon that is either unattended or wielded by you or a willing ally +source: "Pathfinder Dark Archive" +duration: 1 minute +save: will +basic: false +traits: + - common + - emotion + - fear + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==fear== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You solemnly declare that the target weapon will bring death to a foe, implanting an irrational fear of the weapon into the target enemy. This link echoes at the forefront of the enemy's mind, forming a looming sense of omnipresent dread. The effect is based on the target enemy's Will save. +**Critical Success** The target enemy is unaffected. +**Success** The target weapon deals an additional 2d6 mental damage the first time it hits the target enemy before the end of the spell's duration. +**Failure** The target weapon deals an additional 2d6 persistent mental damage to the target enemy. If the enemy is critically hit by the weapon, the enemy is [[Doomed]] 1 for as long as it takes this persistent mental damage. +**Critical Failure** The target weapon deals an additional 4d6 persistent mental damage to the target enemy. If the enemy is critically hit by the weapon, the enemy is doomed 1. + + +**Heightened (+2)** Increase the mental damage by 1d6 on a success, and increase the persistent mental damage by 1d6 on a failure or by 2d6 on a critical failure. diff --git a/content/mechanics/spells/Spells/Level 4/Infectious Melody.md b/content/mechanics/spells/Spells/Level 4/Infectious Melody.md new file mode 100644 index 000000000..31af31b28 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Infectious Melody.md @@ -0,0 +1,46 @@ +--- +name: Infectious Melody +alias: Infectious Melody +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 4 +school: enchantment +type: save +traditions: [occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +target: enemies in the area +area: 15-foot emanation +source: "Pathfinder Secrets of Magic" +duration: varies +save: will +basic: false +traits: + - common + - auditory + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save. +**Critical Success** The creature is unaffected. +**Success** For 1 round, the creature can communicate only by singing along to the melody. It can speak only on its turn, and it must take the Perform action when it does. The result of the Performance check determines how well it sang, but it stills communicate the information regardless of the result, which has no further mechanical impact than the time spent to take the action. A single Perform check is sufficient for any amount of speaking on the creature's turn. This effect might interfere with verbal components of spells or other linguistic abilities that rely on precise speech; in order to use such an ability successfully, the creature must succeed at a DC 5 Flat check. + + +In addition, the creature takes a -2 status penalty on linguistic Intimidation checks, as singing its threats saps away some of the menace. The creature's constant humming of the tune also makes it nearly impossible for the creature to remain undetected.**Failure** As success, but the duration is 3 rounds. +**Critical Failure** As success, but the duration is 1 hour. diff --git a/content/mechanics/spells/Spells/Level 4/Internal Insurrection.md b/content/mechanics/spells/Spells/Level 4/Internal Insurrection.md new file mode 100644 index 000000000..e4dad3d72 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Internal Insurrection.md @@ -0,0 +1,54 @@ +--- +name: Internal Insurrection +alias: Internal Insurrection +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Adventure: Malevolence" +save: fortitude +basic: false +traits: + - rare + - disease + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==disease== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You afflict the target with the supernatural disease known as internal insurrection, causing portions of their body to rebel against the whole, leading to painful agonies and, in time, death. The target must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target becomes [[Clumsy]] for 1 round as pain wracks their body. +**Failure** The target is afflicted with internal insurrection at stage 1. +**Critical Failure** The target is afflicted with internal insurrection at stage 2. + + + +**Internal Insurrection (disease) Level 7.** + +The target can't recover from the clumsy condition from internal insurrection until the disease is cured +Stage 1 [[Clumsy]] 1 (1 day) +Stage 2 [[Clumsy]] 2 (1 day) +Stage 3 clumsy 2 and [[Flat-Footed]] (1 day) +Stage 4 [[Clumsy]] 3 and flat-footed (1 day) +Stage 5 death, and the target's body splits apart into a mass of fragments that crawls outward in a 10-foot-emanation before perishing, leaving a bare skeleton surrounded by gore. diff --git a/content/mechanics/spells/Spells/Level 4/Invisibility Curtain.md b/content/mechanics/spells/Spells/Level 4/Invisibility Curtain.md new file mode 100644 index 000000000..2b553b288 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Invisibility Curtain.md @@ -0,0 +1,38 @@ +--- +name: Invisibility Curtain +alias: Invisibility Curtain +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: illusion +type: utility +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Secrets of Magic" +duration: sustained +traits: + - common + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You create a transparent invisible wall that makes any creatures on one side of the wall invisible to those on the other side. You choose which side of the wall provides invisibility to the creatures on that side when you cast the spell. You create either a 1-inch-thick wall in a straight line up to 60 feet long and 10 feet high or a 1-inch‑thick, 10-foot-radius ring with the same height. The wall is intangible and stands vertically in either of the two forms. If you wish to do so, you can create the wall with a shorter length or height, or with a smaller radius. Any creature that crosses the wall becomes visible or invisible as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered invisible by the wall takes a hostile action, the spell ends after the hostile action is completed. +**Heightened (7th)** The spell doesn't end if an invisible creature takes a hostile action. diff --git a/content/mechanics/spells/Spells/Level 4/Magic Mailbox.md b/content/mechanics/spells/Spells/Level 4/Magic Mailbox.md new file mode 100644 index 000000000..747ebf85d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Magic Mailbox.md @@ -0,0 +1,42 @@ +--- +name: Magic Mailbox +alias: Magic Mailbox +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: conjuration +type: utility +traditions: [arcane, divine, occult] +time: 1 hour +pf2etime: "" +range: touch +target: 2 containers, each no larger than 5 feet in any dimension +source: "Pathfinder Secrets of Magic" +duration: until your next daily preparations +traits: + - uncommon + - teleportation + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. + +If a container's contents total more than 3 Bulk, the transport fails. If either container is opened before the full 10 minutes have elapsed, the contents appear as they did when the containers were closed, and the process starts anew as soon as both containers have been closed. After the contents of the containers successfully swap, they can't swap again until after both containers have been opened at least once. Both containers must be located on the same plane for the process to function; if this ceases to be the case or if something else disrupts the effect during an active transposition, the process halts as if one of the containers had been opened. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Mirror's Misfortune.md b/content/mechanics/spells/Spells/Level 4/Mirror's Misfortune.md new file mode 100644 index 000000000..ca226f2bf --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Mirror's Misfortune.md @@ -0,0 +1,41 @@ +--- +name: Mirror's Misfortune +alias: Mirror's Misfortune +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: illusion +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: will +basic: false +traits: + - common + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split in two. As you do, you can Step to any adjacent square. In either your initial square, or another square adjacent to your initial square, an exact illusory duplicate of you appears. You decide a simple course of action for the duplicate to follow, such as to walk to a specific point or wave its hands in the air, but more complex routines are beyond its abilities. A creature can distinguish between you and the duplicate only if it spends an action to Seek and succeeds at a Perception check against the spell's DC. + +If a creature takes a hostile action against the duplicate, the illusion shatters into mirrorlike shards, inflicting bad luck on the attacker's next few attacks as misfortune's toll for shattering the mirror. The attacker must attempt a Will save with the following effects; this is a curse and misfortune effect. When the duplicate shatters, the spell ends. +**Success** The creature is unaffected. +**Failure** Within the next hour, the creature must roll its next two attack rolls twice and take the lower result. +**Critical Failure** Within the next hour, the creature must roll its next four attack rolls twice and take the lower result. diff --git a/content/mechanics/spells/Spells/Level 4/Modify Memory.md b/content/mechanics/spells/Spells/Level 4/Modify Memory.md new file mode 100644 index 000000000..cccaeb4a0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Modify Memory.md @@ -0,0 +1,48 @@ +--- +name: Modify Memory +alias: Modify Memory +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 4 +school: divination +type: save +traditions: [occult] +deities: Bergelmir, Narakaas, The Lost Prince +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: unlimited +save: will +basic: false +traits: + - uncommon + - mental + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The target is unaffected and realizes you tried to alter its memory. +**Success** The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell. +**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. + + +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. +**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. diff --git a/content/mechanics/spells/Spells/Level 4/Morass of Ages.md b/content/mechanics/spells/Spells/Level 4/Morass of Ages.md new file mode 100644 index 000000000..b403b0e23 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Morass of Ages.md @@ -0,0 +1,43 @@ +--- +name: Morass of Ages +alias: Morass of Ages +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: transmutation +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 5-foot emanation +source: "Pathfinder Dark Archive" +duration: sustained up to 1 minute +save: fortitude +basic: false +traits: + - common + - aura + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==aura== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You surround yourself in temporal eddies that draw out time for those around you, making every step feel like an eternity endured. A creature in the emanation, or that later enters the emanation, must attempt a Fortitude save. The creature makes this save only once and uses the same effect for the duration of the spell. Each time you Sustain the Spell, you can choose to increase the emanation's radius by 5 feet, to a maximum of 60 feet. +**Critical Success** The creature is unaffected. +**Success** Squares in the emanation are difficult terrain for the creature. +**Failure** Squares in the emanation are difficult terrain for the creature, and the creature is [[Slowed]] 1 when it starts its turn in the emanation. +**Critical Failure** As failure, plus the creature also becomes [[Restrained]]. The creature can attempt to Escape against your spell DC to remove the restrained condition. diff --git a/content/mechanics/spells/Spells/Level 4/Murderous Vine.md b/content/mechanics/spells/Spells/Level 4/Murderous Vine.md new file mode 100644 index 000000000..bfe014fc7 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Murderous Vine.md @@ -0,0 +1,41 @@ +--- +name: Murderous Vine +alias: Murderous Vine +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/conjuration + - pf2e/spelltype/attack + - pf2e/tradition/primal +level: 4 +school: conjuration +type: attack +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature adjacent to a flat surface +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - attack + - plant + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==plant== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. Make a spell attack roll against the target's Fortitude DC. On a success, the creature is grabbed and takes 3d6 bludgeoning damage and 2d8 piercing damage. At the end of that creature's turn, if it's still grabbed by the vine, it takes 2d6 bludgeoning damage. + +The vine's Escape DC is equal to your spell DC. A creature can attack the vine in an attempt to break its grip. The vine's AC is equal to your spell DC, and the vine is destroyed if it takes 20 or more damage. Destroying or escaping from the vines ends the spell. You can Dismiss the spell. +**Heightened (+2)** The initial bludgeoning damage increases by 1d6, the initial piercing damage increases by 1d8, and the damage a creature takes for ending its turn grabbed by the vine increases by 1d6 bludgeoning. diff --git a/content/mechanics/spells/Spells/Level 4/Necrotic Radiation.md b/content/mechanics/spells/Spells/Level 4/Necrotic Radiation.md new file mode 100644 index 000000000..c9f419ba6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Necrotic Radiation.md @@ -0,0 +1,48 @@ +--- +name: Necrotic Radiation +alias: Necrotic Radiation +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: one object or one 10-foot-square area +source: "Pathfinder #154: Siege of the Dinosaurs" +duration: 24 hours +save: reflex +basic: false +traits: + - uncommon + - negative + - necromancy +components: + - material + - somatic +--- +# `=this.name` +==uncommon== | ==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You imbue the touched object or space with slow-acting necrotic radiation. If you cast the spell on an object, any creature ending its turn holding or carrying the object takes 2d6 negative damage. If you cast the spell on an area, any creature ending its turn in the area takes 2d6 negative damage. You can attempt to use this spell on an attended object by touching the object. If you do, the creature attempts a Reflex save to reduce the effect. +**Critical Success** The object is unaffected. +**Success** The creature pulls the object away quickly. The spell only lasts 1 minute. +**Failure** The creature manages to slightly protect the object. The spell lasts 10 minutes. +**Critical Failure** The spell lasts the full 24 hours. + + +**Heightened (+2)** Increase the radiation's negative damage by 1d6 diff --git a/content/mechanics/spells/Spells/Level 4/Nightmare.md b/content/mechanics/spells/Spells/Level 4/Nightmare.md new file mode 100644 index 000000000..457392a40 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Nightmare.md @@ -0,0 +1,47 @@ +--- +name: Nightmare +alias: Nightmare +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: illusion +type: save +traditions: [arcane, occult] +deities: Lamashtu, Nyarlathotep (Haunter in the Dark) +time: 10 minutes +pf2etime: "" +range: planetary +target: 1 creature you know by name +source: "Pathfinder Core Rulebook" +duration: 1 day +save: will +basic: false +traits: + - common + - mental + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The target suffers no adverse effects and is temporarily immune for 1 week. +**Success** The target experiences the nightmares but suffers no adverse effects other than unpleasant memories. +**Failure** The target experiences the nightmares and awakens [[Fatigued]]. +**Critical Failure** The target experiences the nightmares, awakens Fatigued, and is [[Drained]] 2 until it is no longer Fatigued. diff --git a/content/mechanics/spells/Spells/Level 4/Ocular Overload.md b/content/mechanics/spells/Spells/Level 4/Ocular Overload.md new file mode 100644 index 000000000..a24b3f18b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Ocular Overload.md @@ -0,0 +1,42 @@ +--- +name: Ocular Overload +alias: Ocular Overload +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 4 +school: illusion +type: utility +traditions: [arcane, occult, primal] +time: 10 minutes +pf2etime: "" +source: "Pathfinder Secrets of Magic" +duration: 24 hours +traits: + - common + - contingency + - incapacitation + - visual + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==contingency== | ==incapacitation== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Just as a creature is about to attack you, you assault them with jarring illusions, completely surrounding their eyes with blinding flashes of motion and color. When the spell is complete, you gain the Overload Vision reaction; once you use the reaction, the spell ends. + +**Overload Vision | reaction | [[concentrate]]) | Trigger** A creature within 60 feet would make an attack roll against you; **Effects** The triggering creature must attempt a Fortitude save. + diff --git a/content/mechanics/spells/Spells/Level 4/Outcast's Curse.md b/content/mechanics/spells/Spells/Level 4/Outcast's Curse.md new file mode 100644 index 000000000..efe46493e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Outcast's Curse.md @@ -0,0 +1,48 @@ +--- +name: Outcast's Curse +alias: Outcast's Curse +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: enchantment +type: save +traditions: [arcane, divine, occult] +bloodline: hag +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +save: will +basic: false +traits: + - common + - curse + - mental + - misfortune + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==mental== | ==misfortune== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save. +**Critical Success** The target is unaffected. +**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]]). +**Failure** As success, but the effect is permanent. +**Critical Failure** As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse. diff --git a/content/mechanics/spells/Spells/Level 4/Painful Vibrations.md b/content/mechanics/spells/Spells/Level 4/Painful Vibrations.md new file mode 100644 index 000000000..aee85235f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Painful Vibrations.md @@ -0,0 +1,46 @@ +--- +name: Painful Vibrations +alias: Painful Vibrations +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: evocation +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 100 feet +target: 1 living creature +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: false +traits: + - common + - sonic + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==sonic== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. The creature takes 8d6 sonic damage and must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target takes half damage. +**Failure** The target takes full damage, is [[Sickened]] 1, and is [[Deafened]] for 1 round. +**Critical Failure** The target takes double damage, is [[Sickened]] 2, and is deafened for 1 minute. + + +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 4/Pernicious Poltergeist.md b/content/mechanics/spells/Spells/Level 4/Pernicious Poltergeist.md new file mode 100644 index 000000000..e0b1c1d63 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Pernicious Poltergeist.md @@ -0,0 +1,45 @@ +--- +name: Pernicious Poltergeist +alias: Pernicious Poltergeist +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 10-foot burst +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist is a manifestation and is not truly present, it can't be attacked or hurt; it remains [[Invisible]] unless otherwise stated. When you Cast the Spell, and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects. + + +Deathly Assault (negative) The poltergeist focuses on one creature in the area and flies through that creature's space, dealing 4d10 negative damage (basic Fortitude save). + +Frighten (emotion, fear, mental) The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Creatures in the area must attempt a will save, becoming [[Frightened]] 2 on a failure. + +Telekinetic Storm (force) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take 4d8 force damage (basic Reflex save). +**Heightened (+2)** The damage of the deathly assault effect increases by 1d10, and the damage of the telekinetic storm effect increases by 1d8. diff --git a/content/mechanics/spells/Spells/Level 4/Petal Storm.md b/content/mechanics/spells/Spells/Level 4/Petal Storm.md new file mode 100644 index 000000000..15bf42dc1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Petal Storm.md @@ -0,0 +1,43 @@ +--- +name: Petal Storm +alias: Petal Storm +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 4 +school: conjuration +type: save +traditions: [primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 15-foot burst +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: reflex +basic: true +traits: + - common + - air + - plant + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==air== | ==plant== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-sharp edges of the petals. It takes 2d10 slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground. +**Heightened (+2)** The damage increases by 1d10{1d10}. diff --git a/content/mechanics/spells/Spells/Level 4/Phantasmal Killer.md b/content/mechanics/spells/Spells/Level 4/Phantasmal Killer.md new file mode 100644 index 000000000..330d686cc --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Phantasmal Killer.md @@ -0,0 +1,53 @@ +--- +name: Phantasmal Killer +alias: Phantasmal Killer +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: illusion +type: save +traditions: [arcane, occult] +deities: Achaekek, Kalekot, Norgorber, Pharasma +bloodline: shadow +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 living creature +source: "Pathfinder Core Rulebook" +save: will +basic: false +traits: + - common + - death + - emotion + - fear + - mental + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==death== | ==emotion== | ==fear== | ==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The target is unaffected. +**Success** The target takes 4d6 mental damage and is [[Frightened]] 1. +**Failure** The target takes 8d6 mental damage and is [[Frightened]] 2. +**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. + + +**Heightened (+1)** The damage increases by 2d6 on a failure and by 3d6 on a critical failure. diff --git a/content/mechanics/spells/Spells/Level 4/Phantasmal Protagonist.md b/content/mechanics/spells/Spells/Level 4/Phantasmal Protagonist.md new file mode 100644 index 000000000..641a57587 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Phantasmal Protagonist.md @@ -0,0 +1,44 @@ +--- +name: Phantasmal Protagonist +alias: Phantasmal Protagonist +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: illusion +type: utility +traditions: [divine, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Kingmaker" +duration: sustained up to 1 minute +traits: + - rare + - mental + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You create a phantasmal incarnation of a significant character from a novel, historical work, or religious parable. The phantasm is Medium, regardless of the size of the character as it was described in the inspirational work. When you Cast the Spell, decide what theme the protagonist is, choosing from hero, ally, or villain. The protagonist appears in an unoccupied space within range, and the first time each round that you Sustain the Spell, you can direct the protagonist to Stride or take the action granted by its theme. The phantasmal protagonist has a speed of 25 feet and an AC of 22. Its saving throw modifiers, Perception modifier, and skill modifiers are +12. It has 90 HP. + +Hero: The protagonist takes the form of a legendary hero. Its thematic action is to attempt a melee Strike, using your spell attack roll to make the attack and inflicting 4d6+6 mental damage on a hit. + +Ally: The protagonist takes the form of a recognizable support character. Its thematic action is to grant an adjacent creature 4d4 temporary Hit Points, which last for 1 round. + +Villain: The protagonist takes the form of a notorious villain. Its thematic action is to harry and mock an adjacent target. The target must succeed at a Will save or become [[Flat-Footed]] ([[Slowed]] 1 on a critical failure) until the end of your next turn. +**Heightened (+1)** The protagonist's AC, saving throw modifiers, skill modifiers, and Perception modifier increases by 3, and its HP increase by 30. A heroic protagonist's damage increases by 1d6. An ally protagonist's temporary Hit Points granted increases by 1d4. diff --git a/content/mechanics/spells/Spells/Level 4/Planar Tether.md b/content/mechanics/spells/Spells/Level 4/Planar Tether.md new file mode 100644 index 000000000..982e147bf --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Planar Tether.md @@ -0,0 +1,51 @@ +--- +name: Planar Tether +aliases: + - Dimensional Anchor +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: abjuration +type: save +traditions: + - arcane + - divine + - occult +bloodline: psychopomp +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: Pathfinder Core Rulebook +duration: varies +save: will +basic: false +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. + +**Critical Success** The target is unaffected. +**Success** The effect's duration is 1 minute. +**Failure** The effect's duration is 10 minutes. +**Critical Failure** The effect's duration is 1 hour. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Private Sanctum.md b/content/mechanics/spells/Spells/Level 4/Private Sanctum.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 4/Private Sanctum.md rename to content/mechanics/spells/Spells/Level 4/Private Sanctum.md index 5ddadaec3..a589c6cd1 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Private Sanctum.md +++ b/content/mechanics/spells/Spells/Level 4/Private Sanctum.md @@ -26,18 +26,15 @@ components: - material - somatic - verbal -description: > - 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. --- # `=this.name` ==uncommon== | ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Procyal Philosophy.md b/content/mechanics/spells/Spells/Level 4/Procyal Philosophy.md new file mode 100644 index 000000000..6c0a61187 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Procyal Philosophy.md @@ -0,0 +1,42 @@ +--- +name: Procyal Philosophy +alias: Procyal Philosophy +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: enchantment +type: utility +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder #183: Field of Maidens" +duration: 1 minute +traits: + - uncommon + - auditory + - good + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==auditory== | ==good== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +The racoon-like visage of a sagacious procyal appears, dispensing helpful advice. The image appears floating next to the target. The image is just a floating magical manifestation and doesn't occupy any space. The procyal offers helpful suggestions, preparing to Aid the target as though the procyal had its own reaction. The procyal uses a bonus equal to your spell DC - 10 for its rolls to Aid. + +On each of your turns, the procyal prepares to Aid its target again. You can use a free action, which has the concentrate trait, to redirect the procyal image to a different creature, changing the target of the spell. Otherwise, the procyal keeps aiding the same creature for the duration of the spell. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Radiant Beam.md b/content/mechanics/spells/Spells/Level 4/Radiant Beam.md new file mode 100644 index 000000000..ac8243c7d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Radiant Beam.md @@ -0,0 +1,44 @@ +--- +name: Radiant Beam +alias: Radiant Beam +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 4 +school: evocation +type: save +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 120-foot line +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +save: reflex +basic: true +traits: + - uncommon + - good + - light + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==good== | ==light== | ==evocation== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You fire a beam of blinding light from your outstretched hands. The beam deals 5d10 good damage. On a failed saving throw, a creature becomes [[Dazzled]] for 1 round, or dazzled for 4 rounds on a critical failure. + +If the light passes through an area of magical darkness or targets a creature affected by magical darkness, radiant beam 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 target. +**Heightened (+1)** The damage increases by 1d10. diff --git a/content/mechanics/spells/Spells/Level 4/Radiant Heart of Devotion.md b/content/mechanics/spells/Spells/Level 4/Radiant Heart of Devotion.md new file mode 100644 index 000000000..e3d1570be --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Radiant Heart of Devotion.md @@ -0,0 +1,47 @@ +--- +name: Radiant Heart of Devotion +alias: Radiant Heart of Devotion +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 4 +school: conjuration +type: save +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 20-foot emanation +source: "Pathfinder #183: Field of Maidens" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - uncommon + - light + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==light== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You speak a fervent prayer for the heavens to assist you and your righteous allies. Your heart begins to glow with a radiance that fills the area with bright light. The spell has the following effects on creatures in the area, based on the creature's alignment on the good-evil axis. + + +Good Creatures Good creatures in the emanation gain a +1 status bonus to attack rolls and their Strikes deal an additional 1d6 good damage. + +Neutral Creatures Neutral creatures that begin their turn in the emanation must succeed at a Will save or be [[Dazzled]] for 1 round. + +Evil Creatures Evil creatures that begin their turn in the emanation must succeed at a Will save or be [[Blinded]] for 1 round. +**Heightened (+2)** The additional good damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Level 4/Ravenous Portal.md b/content/mechanics/spells/Spells/Level 4/Ravenous Portal.md new file mode 100644 index 000000000..c6d2c46ec --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Ravenous Portal.md @@ -0,0 +1,40 @@ +--- +name: Ravenous Portal +alias: Ravenous Portal +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: abjuration +type: utility +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +target: 1 door no more than 10 feet tall and 5 feet wide +source: "Pathfinder Secrets of Magic" +duration: 1 hour +traits: + - common + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. When that happens, the door transforms into a [[Mimic]] that can't move and is hostile to all creatures. When Casting the Spell, you designate yourself and up to 10 other creatures of your choice; these creatures don't trigger the ward, and the mimic is helpful to them instead of hostile. No effect can move the mimic unless it's also capable of moving the entire door. Once the door transforms into a mimic, it attacks creatures in its reach for up to 1 minute, and then the spell ends. If the mimic is killed before that time, the spell ends and the door returns to its normal form. + +While turned into a mimic, the door can't be opened, unlocked, or bypassed-not even by the designated creatures. It's a creature, not a door, during that time. When the spell ends, the door returns to the state it was in before the ward was triggered. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Read Omens.md b/content/mechanics/spells/Spells/Level 4/Read Omens.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 4/Read Omens.md rename to content/mechanics/spells/Spells/Level 4/Read Omens.md index 9778690aa..2b21687f7 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Read Omens.md +++ b/content/mechanics/spells/Spells/Level 4/Read Omens.md @@ -23,15 +23,12 @@ components: - material - somatic - verbal -description: > - You peek into the future. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen 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. --- # `=this.name` ==uncommon== | ==prediction== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` *** -`=this.description` \ No newline at end of file +You peek into the future. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen 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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Rebounding Barrier.md b/content/mechanics/spells/Spells/Level 4/Rebounding Barrier.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 4/Rebounding Barrier.md rename to content/mechanics/spells/Spells/Level 4/Rebounding Barrier.md index 2f4508d7c..588c8c525 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Rebounding Barrier.md +++ b/content/mechanics/spells/Spells/Level 4/Rebounding Barrier.md @@ -21,17 +21,13 @@ traits: - abjuration components: - verbal -description: > - You swiftly raise a reflective barrier, reducing physical damage and rebounding it onto your attacker. You gain resistance 10 against one physical damage type the triggering attack deals. Your attacker takes 5 damage of the same type. - - **Heightened (+1)** The resistance increases by 2. Damage dealt to your attacker increases by 1. --- # `=this.name` ==rare== | ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` *** -`=this.description` \ No newline at end of file +You swiftly raise a reflective barrier, reducing physical damage and rebounding it onto your attacker. You gain resistance 10 against one physical damage type the triggering attack deals. Your attacker takes 5 damage of the same type. +**Heightened (+1)** The resistance increases by 2. Damage dealt to your attacker increases by 1. diff --git a/content/mechanics/spells/Spells/Level 4/Reflective Scales.md b/content/mechanics/spells/Spells/Level 4/Reflective Scales.md new file mode 100644 index 000000000..db44f16cc --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Reflective Scales.md @@ -0,0 +1,41 @@ +--- +name: Reflective Scales +alias: Reflective Scales +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 4 +school: abjuration +type: utility +traditions: [arcane, primal] +deities: Abraxas, Nalinivati, Shizuru +bloodline: wyrmblessed +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Lost Omens: Gods & Magic" +duration: 1 minute +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You grow a set of colored glowing scales or scaled armor that stores energy before releasing it in a final burst. When you cast this spell, choose acid, cold, fire, electricity, or poison damage. You gain resistance 5 against that type of damage. The scales' color depends on the damage type you chose and is usually the color of a type of dragon or other creature associated with that damage type, such as red or gold for fire damage. + +The scales store up energy as they protect you. Keep track of how much damage the scales have prevented. As a 2-action activity that has the concentrate and manipulate traits, you can explode your scales outward in a 20-foot radius around you, dealing 1d6 damage of the chosen type to all creatures in the area for every 10 damage the scales have prevented, to a maximum of 10d6 damage (after preventing 100 damage). Once you do so, the spell ends. +**Heightened (+2)** The resistance increases by 5 and the maximum damage from the scale explosion increases by 5d6. diff --git a/content/mechanics/spells/Spells/Level 4/Remove Curse.md b/content/mechanics/spells/Spells/Level 4/Remove Curse.md new file mode 100644 index 000000000..d68d497f9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Remove Curse.md @@ -0,0 +1,39 @@ +--- +name: Remove Curse +alias: Remove Curse +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: heal +traditions: [divine, occult] +bloodline: phoenix +time: 10 minutes +pf2etime: "" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - healing + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==healing== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Replicate.md b/content/mechanics/spells/Spells/Level 4/Replicate.md new file mode 100644 index 000000000..c83be7f32 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Replicate.md @@ -0,0 +1,42 @@ +--- +name: Replicate +alias: Replicate +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: illusion +type: utility +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 60 feet +target: 1 willing or unconscious creature of 8th level or lower +source: "Pathfinder Secrets of Magic" +duration: sustained +traits: + - common + - shadow + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==shadow== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You create an illusory magical double that physically looks and behaves very similarly to the target. This double is limited to moving, Interacting, speaking short sentences, and other similar basic tasks. It is unable to cast spells, attack, or use any complex skills. + +The illusory duplicate is your minion. You can issue new commands to the double as part of Sustaining the Spell. You can command the duplicate telepathically as long as the spell lasts, provided it's within 1 mile of you. You can switch between using your own senses and the duplicate's senses with a single action, which has the concentrate trait. The illusory duplicate has the same statistics as the original creature, except it doesn't have any of the original's item bonuses, and it has one quarter of the original's Hit Points. If the double's Hit Points are reduced to 0, the spell ends. +**Heightened (+1)** The maximum level of the target increases by 2. diff --git a/content/mechanics/spells/Spells/Level 4/Resilient Sphere.md b/content/mechanics/spells/Spells/Level 4/Resilient Sphere.md new file mode 100644 index 000000000..306ec9423 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Resilient Sphere.md @@ -0,0 +1,42 @@ +--- +name: Resilient Sphere +alias: Resilient Sphere +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: abjuration +type: utility +traditions: [arcane, occult] +deities: Grundinnar, Korada, Lymnieris, Ma'at, Qi Zhong, Urban Prosperity, Wards of the Pharaoh +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 Large or smaller creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - force + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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.**Critical Success** The target disrupts the sphere's integrity, causing it to collapse entirely. +**Success** The sphere functions normally but has only 10 Hit Points instead of 40. +**Failure** The sphere has its normal effect. diff --git a/content/mechanics/spells/Spells/Level 4/Rope Trick.md b/content/mechanics/spells/Spells/Level 4/Rope Trick.md new file mode 100644 index 000000000..a1da2940b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Rope Trick.md @@ -0,0 +1,43 @@ +--- +name: Rope Trick +alias: Rope Trick +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: conjuration +type: utility +traditions: [arcane, occult] +time: 10 minutes +pf2etime: "" +range: touch +target: 1 touched piece of rope from 5 to 30 feet long +source: "Pathfinder Core Rulebook" +duration: 8 hours +traits: + - uncommon + - extradimensional + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==extradimensional== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Rusting Grasp.md b/content/mechanics/spells/Spells/Level 4/Rusting Grasp.md new file mode 100644 index 000000000..308e1b67d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Rusting Grasp.md @@ -0,0 +1,47 @@ +--- +name: Rusting Grasp +alias: Rusting Grasp +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 4 +school: transmutation +type: save +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk +source: "Pathfinder Advanced Player's Guide" +save: fortitude +basic: true +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as adamantine and orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell. + +All damage from this spell ignores Hardness. If the spell causes persistent damage from rust, a creature can attempt to scrape off the rust to assist the target in recovering from the persistent damage (reducing the DC of the flat check to end persistent damage to 10 and granting an immediate flat check). The effect of the spell depends on its target. + + +Creature or Hazard A creature or hazard must be made of all or mostly metal to be affected (this includes many mechanical traps). The grasp deals 8d6 damage (basic Fortitude save), plus 2d6 persistent on a failed save. Touching a hazard to affect it with this spell might trigger the hazard, as determined by the GM. +**Item** The rust deals 2d6 damage, subject to a basic Reflex save by the creature wearing or holding the item; if the item is unattended, it automatically gets a critical failure. On a failed save, the item also takes 1d6 persistent. For an attended item, this persistent damage occurs at the end of the attending creature's turns; if the item was unattended when you Cast the Spell, the damage happens at the end of your turns. + + +When targeting armor someone is wearing, its Bulk is 1 higher than the listed value, since carrying armor is more cumbersome than wearing it. Thin iron or steel items, such as weapons, have 20 HP and a Broken Threshold of 10, and thicker iron or steel items, such as most suits of armor, have 36 HP and a Broken Threshold of 18. +**Heightened (+1)** Increase the initial damage to creatures or hazards by 2d6, and increase the maximum Bulk of an item you can target by 1. diff --git a/content/mechanics/spells/Spells/Level 4/Sage's Curse.md b/content/mechanics/spells/Spells/Level 4/Sage's Curse.md new file mode 100644 index 000000000..47ae6dc38 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Sage's Curse.md @@ -0,0 +1,47 @@ +--- +name: Sage's Curse +alias: Sage's Curse +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: enchantment +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder #164: Hands of the Devil" +duration: varies +save: will +basic: true +traits: + - uncommon + - attack + - curse + - mental + - misfortune + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==attack== | ==curse== | ==mental== | ==misfortune== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You afflict the target with a curse that fills its mind with distracting and hyperspecialized minutiae, causing it to second-guess even simple facts. The target must attempt a Will saving throw. +**Critical Success** The target is unaffected. +**Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting an Arcana, Lore, Occultism, or Society check. If the target succeeds at a check to Recall Knowledge, it gains one piece of true knowledge and one piece of erroneous knowledge, but it has no way of knowing which is which (this has no effect if the target critically succeeds at a check to Recall Knowledge). +**Failure** As success, but the effect is permanent. +**Critical Failure** As failure, and the target treats the outcomes of all checks to Recall Knowledge as one degree of success worse than the result the target rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure). diff --git a/content/mechanics/spells/Spells/Level 4/Sanguine Mist.md b/content/mechanics/spells/Spells/Level 4/Sanguine Mist.md new file mode 100644 index 000000000..0adc5e2d5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Sanguine Mist.md @@ -0,0 +1,44 @@ +--- +name: Sanguine Mist +alias: Sanguine Mist +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 10-foot burst +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: true +traits: + - common + - death + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==death== | ==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you Cast the Spell, aside from you, takes 6d6 negative damage with a basic Fortitude save. Creatures in the area are [[Concealed]], and all creatures outside the cloud become concealed to creatures within it. + +The first time each round you Sustain this Spell on subsequent turns, living creatures in the area take an additional 2d6 negative damage with another basic Fortitude save. You also gain temporary Hit Points equal to half the damage a single creature took when you Sustained the spell this turn; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute. +**Heightened (+1)** The initial damage increases by 2d6 and the secondary damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Level 4/Seal Fate.md b/content/mechanics/spells/Spells/Level 4/Seal Fate.md new file mode 100644 index 000000000..5269a3189 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Seal Fate.md @@ -0,0 +1,48 @@ +--- +name: Seal Fate +alias: Seal Fate +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: attack +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 living creature +source: "Pathfinder Advanced Player's Guide" +save: fortitude +basic: false +traits: + - common + - curse + - death + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==death== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You utter a curse that a creature will meet a certain end-a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludgeoning, cold, electricity, fire, negative, piercing, slashing, or sonic. The effect is based on the target's Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target gains weakness 2 to the chosen damage type until the end of your next turn. +**Failure** As success, but the duration is 1 minute. If the creature is reduced to 0 HP by the chosen damage and its level is 7 or less, it dies. +**Critical Failure** As failure, but the duration is unlimited. + + +**Heightened (+2)** The weakness increases by 1, and the maximum level of creature that can be automatically killed increases by 4. diff --git a/content/mechanics/spells/Spells/Level 4/Shape Stone.md b/content/mechanics/spells/Spells/Level 4/Shape Stone.md new file mode 100644 index 000000000..d16e05d62 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Shape Stone.md @@ -0,0 +1,46 @@ +--- +name: Shape Stone +alias: Shape Stone +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 4 +school: transmutation +type: save +traditions: [arcane, primal] +deities: Ashukharma, Findeladlara, Mazludeh +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: cube of stone 10 feet across or smaller +source: "Pathfinder Core Rulebook" +save: reflex +basic: false +traits: + - common + - earth + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==earth== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +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. +**Success** The creature is unaffected. +**Failure** The creature falls [[Prone]] atop the stone. +**Critical Failure** The creature falls off the stone (if applicable) and lands Prone. diff --git a/content/Mechanics/Spells/Spells/Level 4/Soft Landing.md b/content/mechanics/spells/Spells/Level 4/Soft Landing.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 4/Soft Landing.md rename to content/mechanics/spells/Spells/Level 4/Soft Landing.md index cd96bdf63..092025ddf 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Soft Landing.md +++ b/content/mechanics/spells/Spells/Level 4/Soft Landing.md @@ -25,17 +25,14 @@ traits: components: - somatic - verbal -description: > - You create a magical field that buoys any creature or object falling into the area, providing a harmless landing from any height. As you generally fall 1,500 feet per round, you can cast this spell while you are falling to ensure a safe landing, provided you can see your landing point and it's within range. --- # `=this.name` ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You create a magical field that buoys any creature or object falling into the area, providing a harmless landing from any height. As you generally fall 1,500 feet per round, you can cast this spell while you are falling to ensure a safe landing, provided you can see your landing point and it's within range. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 4/Solid Fog.md b/content/mechanics/spells/Spells/Level 4/Solid Fog.md similarity index 55% rename from content/Mechanics/Spells/Spells/Level 4/Solid Fog.md rename to content/mechanics/spells/Spells/Level 4/Solid Fog.md index 35d96a06a..44d713059 100644 --- a/content/Mechanics/Spells/Spells/Level 4/Solid Fog.md +++ b/content/mechanics/spells/Spells/Level 4/Solid Fog.md @@ -28,19 +28,16 @@ components: - material - somatic - verbal -description: > - 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. --- # `=this.name` ==water== | ==conjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Soothing Spring.md b/content/mechanics/spells/Spells/Level 4/Soothing Spring.md new file mode 100644 index 000000000..37f83fb44 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Soothing Spring.md @@ -0,0 +1,45 @@ +--- +name: Soothing Spring +alias: Soothing Spring +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 4 +school: necromancy +type: heal +traditions: [divine, primal] +spelllist: elemental +time: 1 minute +pf2etime: "" +range: 30 feet +source: "Pathfinder Secrets of Magic" +duration: 1 hour +traits: + - common + - healing + - positive + - water + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==healing== | ==positive== | ==water== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You are able to draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains 10d8 Hit Points and feels refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. + +The pool is 20 feet on each side, and it's 5 feet deep. It can contain 16 Medium or smaller creatures at a time. A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the structure trait and the same restrictions as magic items that create structures. +**Heightened (+1)** The healing increases by 2d8. diff --git a/content/mechanics/spells/Spells/Level 4/Speak with Plants.md b/content/mechanics/spells/Spells/Level 4/Speak with Plants.md new file mode 100644 index 000000000..2b9c8a674 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Speak with Plants.md @@ -0,0 +1,36 @@ +--- +name: Speak with Plants +alias: Speak with Plants +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 4 +school: divination +type: utility +traditions: [primal] +deities: Arundhat, Halcamora, Hearth and Harvest, Matravash, Yuelral +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - plant + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==plant== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants and fungi 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 or fungus monsters are likely to be terse and evasive, while less intelligent ones often make inane comments. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Spell Immunity.md b/content/mechanics/spells/Spells/Level 4/Spell Immunity.md new file mode 100644 index 000000000..af72091a7 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Spell Immunity.md @@ -0,0 +1,42 @@ +--- +name: Spell Immunity +alias: Spell Immunity +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: abjuration +type: utility +traditions: [arcane, divine, occult] +bloodline: draconic +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Spike Stones.md b/content/mechanics/spells/Spells/Level 4/Spike Stones.md new file mode 100644 index 000000000..05857dade --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Spike Stones.md @@ -0,0 +1,41 @@ +--- +name: Spike Stones +alias: Spike Stones +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 4 +school: conjuration +type: utility +traditions: [primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 60 feet +area: 20-foot burst +source: "Pathfinder Advanced Player's Guide" +duration: 1 hour +traits: + - common + - earth + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==earth== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into. +**Heightened (+1)** Increase the damage by 1. diff --git a/content/mechanics/spells/Spells/Level 4/Spiritual Anamnesis.md b/content/mechanics/spells/Spells/Level 4/Spiritual Anamnesis.md new file mode 100644 index 000000000..2f90e563b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Spiritual Anamnesis.md @@ -0,0 +1,44 @@ +--- +name: Spiritual Anamnesis +alias: Spiritual Anamnesis +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder #147: Tomorrow Must Burn" +duration: varies +save: will +basic: false +traits: + - uncommon + - mental + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Memories of a past life that seem incredibly real (and may even be) overwhelm the target's mind. This is especially disorienting for undead and creatures that have lived a previous life (such as celestials, fiends, monitors, and many other extraplanar creatures); if such creatures roll a critical success on their save, they get a success instead, and if they roll a failure, they get a critical failure instead. +**Critical Success** The creature is unaffected. +**Success** The creature is [[Slowed]] 1 for 1 round. +**Failure** The target is [[Slowed]] 1 for 1 minute and babbles about the visions, possibly providing information about what they saw. +**Critical Failure** As failure, but the target is also [[Stunned]] 3. diff --git a/content/mechanics/spells/Spells/Level 4/Spiritual Attunement.md b/content/mechanics/spells/Spells/Level 4/Spiritual Attunement.md new file mode 100644 index 000000000..6ff5027b0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Spiritual Attunement.md @@ -0,0 +1,39 @@ +--- +name: Spiritual Attunement +alias: Spiritual Attunement +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: abjuration +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - uncommon + - abjuration +components: + - material + - somatic +--- +# `=this.name` +==uncommon== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You attune yourself to a spiritual plane of the Outer Sphere, connecting your spirit without fully transporting to it. Your Strikes and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your Strikes would gain the good and lawful traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead. +**Heightened (+2)** The resistance increases by 5. + + + +The nine main planes of the Outer Sphere are the homes of many deities, celestials, monitors, and fiends. Their names, along with their alignments, are: Heaven (LG), Nirvana (NG), Elysium (CG), Axis (LN), the Boneyard (N), the Maelstrom (CN), Hell (LE), Abaddon (NE), and the Abyss (CE). \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Steal Voice.md b/content/mechanics/spells/Spells/Level 4/Steal Voice.md new file mode 100644 index 000000000..fc01fbcce --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Steal Voice.md @@ -0,0 +1,45 @@ +--- +name: Steal Voice +alias: Steal Voice +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder #186: Ghost King's Rage" +save: fortitude +basic: false +traits: + - uncommon + - curse + - incapacitation + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==curse== | ==incapacitation== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You steal a creature's voice, rendering them mute. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. A creature that has no voice or can't speak is immune to this spell. +**Critical Success** The target is unaffected. +**Success** The target becomes voiceless until the end of its next turn. A voiceless creature can't speak, create vocal sounds, or take auditory actions (including supplying verbal or command components). As long as the target is voiceless, whenever you speak, you can choose to have your voice sound like either your voice or the target's voice. +**Failure** As success, but the duration is 1 minute. +**Critical Failure** As success, but the duration is permanent. diff --git a/content/mechanics/spells/Spells/Level 4/Stoneskin.md b/content/mechanics/spells/Spells/Level 4/Stoneskin.md new file mode 100644 index 000000000..e6584dab1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Stoneskin.md @@ -0,0 +1,45 @@ +--- +name: Stoneskin +alias: Stoneskin +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 4 +school: abjuration +type: utility +traditions: [arcane, primal] +deities: Arqueros, Dammerich, Imbrex, Irori, Kazutal, Keepers of the Hearth, Sairazul, Soralyon, Trudd +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 20 minutes +traits: + - common + - earth + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==earth== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (6th)** The resistance increases to 10. +**Heightened (8th)** The resistance increases to 15. +**Heightened (10th)** The resistance increases to 20. diff --git a/content/mechanics/spells/Spells/Level 4/Suggestion.md b/content/mechanics/spells/Spells/Level 4/Suggestion.md new file mode 100644 index 000000000..6a7bd346f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Suggestion.md @@ -0,0 +1,50 @@ +--- +name: Suggestion +alias: Suggestion +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Ardad Lili, Asmodeus, Dispater, Kols, Nyarlathotep (The Crawling Chaos), Pazuzu, The Green Mother +bloodline: diabolic, fey +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: varies +save: will +basic: false +traits: + - common + - incapacitation + - linguistic + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==linguistic== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**Critical Success** The target is unaffected and knows you tried to control it. +**Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. +**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. +**Critical Failure** As failure, but the base duration is 1 hour. +**Heightened (8th)** You can target up to 10 creatures. diff --git a/content/mechanics/spells/Spells/Level 4/Swarming Wasp Stings.md b/content/mechanics/spells/Spells/Level 4/Swarming Wasp Stings.md new file mode 100644 index 000000000..6b82701b5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Swarming Wasp Stings.md @@ -0,0 +1,51 @@ +--- +name: Swarming Wasp Stings +alias: Swarming Wasp Stings +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 4 +school: necromancy +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 10-foot burst +source: "Pathfinder #160: Assault on Hunting Lodge Seven" +save: fortitude +basic: false +traits: + - uncommon + - poison + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==poison== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You manifest a swarm of disembodied wasp stingers that stab creatures in the area, possibly poisoning them. Creatures in the affected area take 1d6 piercing damage. Each creature that takes piercing damage must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target takes 2d6 poison damage. +**Failure** The target is afflicted with Swarming Wasp Venom at stage 1. +**Critical Failure** The target is afflicted with swarming wasp venom at stage 2. + + + +**Swarming Wasp Venom (poison) Level 7** + +Maximum Duration 6 rounds +Stage 1 2d6 poison damage and [[Clumsy]] 1 (1 round) +Stage 2 3d6 poison damage and [[Clumsy]] 2 (1 round) diff --git a/content/mechanics/spells/Spells/Level 4/Talking Corpse.md b/content/mechanics/spells/Spells/Level 4/Talking Corpse.md new file mode 100644 index 000000000..97f55bb7e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Talking Corpse.md @@ -0,0 +1,45 @@ +--- +name: Talking Corpse +alias: Talking Corpse +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: save +traditions: [divine, occult] +bloodline: undead +time: 10 minutes +pf2etime: "" +range: touch +target: 1 corpse +source: "Pathfinder Core Rulebook" +duration: 10 minutes +save: will +basic: false +traits: + - uncommon + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**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. +**Success** The target can provide false information or refuse to answer your questions. +**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. +**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. diff --git a/content/mechanics/spells/Spells/Level 4/Telepathy.md b/content/mechanics/spells/Spells/Level 4/Telepathy.md new file mode 100644 index 000000000..a2c5593ed --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Telepathy.md @@ -0,0 +1,37 @@ +--- +name: Telepathy +alias: Telepathy +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: divination +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - linguistic + - mental + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==linguistic== | ==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**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. diff --git a/content/mechanics/spells/Spells/Level 4/Tortoise and the Hare.md b/content/mechanics/spells/Spells/Level 4/Tortoise and the Hare.md new file mode 100644 index 000000000..596cefd5d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Tortoise and the Hare.md @@ -0,0 +1,42 @@ +--- +name: Tortoise and the Hare +alias: Tortoise and the Hare +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 4 +school: transmutation +type: save +traditions: [occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 foe, and either yourself or 1 ally +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: false +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and granting it to the other target. The effects depend on the foe's Fortitude save. +**Critical Success** The targets are unaffected. +**Success** The foe is [[Slowed]] 1 for 1 round, and the other target is unaffected. +**Failure** The foe is slowed 1 for 3 rounds and the other target is [[Quickened]] for 1 round. It can use the extra action to Step, Stride, or Strike. +**Critical Failure** The foe is slowed 1 for 3 minutes and the other target is quickened for 1 minute. It can use the extra action to Step, Stride, or Strike. diff --git a/content/mechanics/spells/Spells/Level 4/Umbral Graft.md b/content/mechanics/spells/Spells/Level 4/Umbral Graft.md new file mode 100644 index 000000000..e992dbae1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Umbral Graft.md @@ -0,0 +1,39 @@ +--- +name: Umbral Graft +alias: Umbral Graft +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: illusion +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 3 rounds +traits: + - common + - shadow + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==shadow== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the Steal action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to Steal as part of Casting umbral graft. If you succeed at your check to Steal a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to Steal was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the manipulate trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the shadow trait. + +You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell. + +As normal, you can Steal only from a target within your reach. Once you've stolen a spell, you can't attempt to Steal more spells, nor can you choose not to take a spell if you succeed at your Thievery check. When you cast umbral graft, any spells you stole with a previous umbral graft end even if their duration hasn't elapsed. If you're affected by both umbral graft and umbral extraction, you make the choice whether to steal a spell slot, an active spell, or an item each time you Steal. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Unfettered Movement.md b/content/mechanics/spells/Spells/Level 4/Unfettered Movement.md new file mode 100644 index 000000000..9c031f948 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Unfettered Movement.md @@ -0,0 +1,40 @@ +--- +name: Freedom of Movement +alias: Freedom of Movement +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 4 +school: abjuration +type: utility +traditions: [arcane, divine, primal] +bloodline: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature touched +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Vampiric Maiden.md b/content/mechanics/spells/Spells/Level 4/Vampiric Maiden.md new file mode 100644 index 000000000..1c88ea3db --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Vampiric Maiden.md @@ -0,0 +1,47 @@ +--- +name: Vampiric Maiden +alias: Vampiric Maiden +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 4 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Advanced Player's Guide" +save: fortitude +basic: false +traits: + - common + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals 4d4 piercing damage and 4d4 negative damage, and the target must attempt a Fortitude save. You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like). You lose any remaining temporary HP after 1 minute. +**Critical Success** The target is unaffected. +**Success** The target takes half damage. +**Failure** The target is briefly trapped within the vampiric maiden. The target takes full damage and is [[Immobilized]] by the iron maiden for 1 round or until it uses an Interact action to extricate itself, whichever comes first. +**Critical Failure** The target takes double damage and is Immobilized by the vampiric maiden for 1 round or until it Escapes(the DC is your spell DC), whichever comes first. + + +**Heightened (+1)** The piercing and negative damage increase by 1d4 each. diff --git a/content/mechanics/spells/Spells/Level 4/Variable Gravity.md b/content/mechanics/spells/Spells/Level 4/Variable Gravity.md new file mode 100644 index 000000000..88f28dc96 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Variable Gravity.md @@ -0,0 +1,41 @@ +--- +name: Variable Gravity +alias: Variable Gravity +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: transmutation +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 5 minutes +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the concentrate trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation. + +**Low Gravity** You can jump double the normal distance when you Long Jump or Leap, though still to a maximum of your Speed. When you High Jump, you can use the calculation for a Long Jump but don't double the distance. Rather than the normal calculation for falling damage, when you fall, you take no damage for the first 10 feet and then take bludgeoning damage equal to a quarter of the remaining distance you fell. Abilities that adjust how much falling damage you take still apply. + +**High Gravity** You become encumbered. You gain a +2 status bonus to your saving throws and DCs to resist forced movement and attempts to knock you [[Prone]]. You reduce the distance forced movement moves you by half or 10 feet, whichever is more. You can only jump half as high and far. Rather than the normal calculation for falling damage, you take bludgeoning damage equal to the distance you fall. Abilities that adjust how much falling damage you take still apply. + + +**Heightened (6th)** The duration increases to 1 hour diff --git a/content/mechanics/spells/Spells/Level 4/Veil.md b/content/mechanics/spells/Spells/Level 4/Veil.md new file mode 100644 index 000000000..8a2db43d4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Veil.md @@ -0,0 +1,42 @@ +--- +name: Veil +alias: Veil +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Sivanah, Winlas +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: up to 10 creatures +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (5th)** The spell also disguises the targets' voices and scents; it gains the auditory and olfactory traits. +**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 and olfactory traits. diff --git a/content/mechanics/spells/Spells/Level 4/Vision of Beauty.md b/content/mechanics/spells/Spells/Level 4/Vision of Beauty.md new file mode 100644 index 000000000..891d7c738 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Vision of Beauty.md @@ -0,0 +1,49 @@ +--- +name: Vision of Beauty +alias: Vision of Beauty +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: illusion +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder Kingmaker" +duration: varies +save: will +basic: false +traits: + - rare + - emotion + - incapacitation + - mental + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==emotion== | ==incapacitation== | ==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You create a phantasmal image of the most beautiful creature imaginable to the target at a location somewhere within the spell's range. Only the spell's target can see the beauty, though you can see the vague shape of the illusion as it manifests. The effect of the vision is based on the outcome of the target's Will save. +**Critical Success** The target is unaffected. +**Success** The target is intrigued by the vision, becoming [[Stupefied]] 1 for 1 round. +**Failure** The target is entranced by the vision, becoming stupefied 1 for 1 round and moving toward the image's location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way. The target is then [[Fascinated]] by the illusion for 1 round. +**Critical Failure** As failure, except the target is [[Stupefied]] 2 and becomes fascinated by the illusion for 1 minute instead of 1 round. + + +**Heightened (+2)** You can target an additional creature in range. diff --git a/content/mechanics/spells/Spells/Level 4/Vital Beacon.md b/content/mechanics/spells/Spells/Level 4/Vital Beacon.md new file mode 100644 index 000000000..0ad960862 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Vital Beacon.md @@ -0,0 +1,39 @@ +--- +name: Vital Beacon +alias: Vital Beacon +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 4 +school: necromancy +type: heal +traditions: [divine, primal] +bloodline: nymph +time: 1 minute +pf2etime: "" +source: "Pathfinder Core Rulebook" +duration: until your next daily preparations +traits: + - common + - healing + - positive + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==healing== | ==positive== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**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. diff --git a/content/mechanics/spells/Spells/Level 4/Wall of Fire.md b/content/mechanics/spells/Spells/Level 4/Wall of Fire.md new file mode 100644 index 000000000..c35f17d03 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Wall of Fire.md @@ -0,0 +1,43 @@ +--- +name: Wall of Fire +alias: Wall of Fire +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 4 +school: evocation +type: utility +traditions: [arcane, primal] +deities: Sarenrae, Sekhmet, Walkena, Ymeri +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - fire + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (+1)** The fire damage increases by 1d6. diff --git a/content/mechanics/spells/Spells/Level 4/Weapon Storm.md b/content/mechanics/spells/Spells/Level 4/Weapon Storm.md new file mode 100644 index 000000000..d4e6ea2f9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Weapon Storm.md @@ -0,0 +1,44 @@ +--- +name: Weapon Storm +alias: Weapon Storm +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 4 +school: evocation +type: save +traditions: [arcane, primal] +deities: Diomazul, Gorum, Raumya, Skode, Szuriel +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +save: reflex +basic: false +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Saving Throw** `=this.save` +*** +You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a 30-foot cone or an 10-foot 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. +**Critical Success** The creature is unaffected. +**Success** The target takes half damage. +**Failure** The target takes full damage. +**Critical Failure** The target takes double damage and is subject to the weapon's critical specialization effect. + + +**Heightened (+1)** Add another damage die. diff --git a/content/mechanics/spells/Spells/Level 4/Web of Influence.md b/content/mechanics/spells/Spells/Level 4/Web of Influence.md new file mode 100644 index 000000000..4634d63c7 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Web of Influence.md @@ -0,0 +1,33 @@ +--- +name: Web of Influence +alias: Web of Influence +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/divination + - pf2e/spelltype/utility +level: 4 +school: divination +type: utility +traditions: [] +time: 10 minutes +pf2etime: "" +range: touch +target: 1 creature +source: "Pathfinder #182: Graveclaw" +traits: + - uncommon + - detection + - divination +components: +--- +# `=this.name` +==uncommon== | ==detection== | ==divination== + +*Source* `=this.source` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You learn the location of the nearest creature to whom the target is connected in a magical manner. A creature sustaining a spell on the target is connected to it for the purposes of this spell, as are any creatures who are targets of a spell effect currently affecting the target (such as all the targets of a [[Veil]] spell), members of a coven, and creatures that are magically bonded to the target (such as with the [[Heartbond]] ritual). The GM is the final arbiter of whether a creature is magically connected to the target. If you already know individuals who are magically connected to the target, you can exclude them from the spell. + +This spell doesn't tell you anything about the nearest magically connected creature other than its current distance and direction. If the nearest creature is on a different plane the spell indicates this but doesn't reveal which plane. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 4/Winning Streak.md b/content/mechanics/spells/Spells/Level 4/Winning Streak.md new file mode 100644 index 000000000..a1260857c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 4/Winning Streak.md @@ -0,0 +1,36 @@ +--- +name: Winning Streak +alias: Winning Streak +tags: + - pf2e/spell + - pf2e/spell/level_4 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 4 +school: divination +type: utility +traditions: [arcane, occult] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: 20 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +duration: 1 round (see text) +traits: + - common + - divination +components: + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +The target is energized by its good fortune as it spreads to others-as long as they keep winning. It gains the [[Quickened]] condition for 1 round. If the target or one of their allies within 20 feet gets a critical success on an attack roll against a significant foe, whoever got the critical success becomes quickened if they weren't already, and the duration of the winning streak is extended by another round. Creatures quickened by the spell can use the extra action to Strike, Step, or Stride. If a full round passes without the target or one their allies critically succeeding on an attack roll against a significant foe, the winning streak breaks and the spell ends. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Aberrant Form.md b/content/mechanics/spells/Spells/Level 5/Aberrant Form.md new file mode 100644 index 000000000..cf2237742 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Aberrant Form.md @@ -0,0 +1,66 @@ +--- +name: Aberrant Form +alias: Aberrant Form +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 5 +school: transmutation +type: utility +traditions: [occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the aberration trait. You can Dismiss the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. +13 temporary Hit Points. +Darkvision. +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 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. +Athletics modifier of +20, unless your own modifier is higher. + + +You also gain specific abilities based on the type of aberration you choose: +**Chuul** +Speed 30 feet, swim 25 feet; +Melee 1 claw ([[reach]] 10 feet), Damage 2d8+8 bludgeoning, and you can spend an action after a hit to Grab the target. + +**Gogiteth** +Speed 40 feet, climb 30 feet; +Melee 1 jaws, Damage 2d10+8 piercing, and you can spend an action after a hit to Grab the target; +Melee 1 leg ([[agile]], [[reach]] 10 feet), Damage 2d6+8 piercing. + +**Gug** +Speed 40 feet, climb 20 feet; +Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 2d8+8 slashing; +your multiple joints allow you to fit through tight spaces as if you were a Medium creature. + +**Otyugh** ++2 circumstance bonus on saves against disease; +Speed 20 feet; +Melee 1 jaws, Damage 3d6+8 piercing; +Melee 1 tentacle ([[agile]], [[reach]] 10 feet), Damage 2d6+8 bludgeoning. + +**Heightened (6th)** Your battle form is Huge, and the reach of your attacks increases by 5 feet. You must have space to expand, or the spell is lost. You instead gain AC = 21 + your level, 26 temporary HP, attack modifier +22, damage bonus +13, and Athletics +23. diff --git a/content/mechanics/spells/Spells/Level 5/Abyssal Plague.md b/content/mechanics/spells/Spells/Level 5/Abyssal Plague.md new file mode 100644 index 000000000..0e8208193 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Abyssal Plague.md @@ -0,0 +1,55 @@ +--- +name: Abyssal Plague +alias: Abyssal Plague +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: necromancy +type: save +traditions: [divine, occult] +bloodline: demonic +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - chaotic + - disease + - evil + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==chaotic== | ==disease== | ==evil== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The target is unaffected. +**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. +**Failure** The target is afflicted with Abyssal plague at stage 1. +**Critical Failure** The target is afflicted with Abyssal plague at stage 2. + + + +**Abyssal Plague (disease) Level 9** + +The target can't recover from the drained condition from Abyssal plague until the disease is cured +Stage 1 [[Drained]] 1 (1 day) +Stage 2 [[Drained]] increases by 2 (1 day). diff --git a/content/Mechanics/Spells/Spells/Level 5/Acid Storm.md b/content/mechanics/spells/Spells/Level 5/Acid Storm.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 5/Acid Storm.md rename to content/mechanics/spells/Spells/Level 5/Acid Storm.md index fac8f5af2..af5994aa9 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Acid Storm.md +++ b/content/mechanics/spells/Spells/Level 5/Acid Storm.md @@ -28,20 +28,16 @@ traits: components: - somatic - verbal -description: > - You evoke a storm of acid rain that pelts the area for the spell's duration. A creature that begins its turn in the area takes 3d8 acid damage (basic Reflex save). - - **Heightened (+2)** The damage increases by 1d8. --- # `=this.name` ==acid== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You evoke a storm of acid rain that pelts the area for the spell's duration. A creature that begins its turn in the area takes 3d8 acid damage (basic Reflex save). +**Heightened (+2)** The damage increases by 1d8. diff --git a/content/mechanics/spells/Spells/Level 5/Bandit's Doom.md b/content/mechanics/spells/Spells/Level 5/Bandit's Doom.md new file mode 100644 index 000000000..88ad16735 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Bandit's Doom.md @@ -0,0 +1,48 @@ +--- +name: Bandit's Doom +alias: Bandit's Doom +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: abjuration +type: save +traditions: [arcane, divine, occult] +time: 30 minutes +pf2etime: "" +target: 1 item of 2 Bulk or less +source: "Pathfinder Secrets of Magic" +duration: 1 month +save: will +basic: false +traits: + - common + - curse + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==curse== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes 8d8 mental damage and is doomed, depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage and is [[Doomed]] 1. +**Failure** The creature takes full damage and is [[Doomed]] 2. +**Critical Failure** The creature takes double damage and is [[Doomed]] 3. + + +**Heightened (+2)** The damage increases by 2d8. diff --git a/content/mechanics/spells/Spells/Level 5/Banishment.md b/content/mechanics/spells/Spells/Level 5/Banishment.md new file mode 100644 index 000000000..a519d107e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Banishment.md @@ -0,0 +1,50 @@ +--- +name: Banishment +alias: Banishment +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 5 +school: abjuration +type: save +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature that isn't on its home plane +source: "Pathfinder Core Rulebook" +save: will +basic: false +traits: + - common + - incapacitation + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +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 material component pouch. This spell fails if you aren't on your home plane when you cast it. +**Critical Success** The target resists being banished and you are [[Stunned]] 1. +**Success** The target resists being banished. +**Failure** The target is banished. +**Critical Failure** The target is banished and can't return by any means to the plane it's banished from for 1 week. + + +**Heightened (9th)** You can target up to 10 creatures. The extra material component affects targets to which it is anathema. diff --git a/content/mechanics/spells/Spells/Level 5/Black Tentacles.md b/content/mechanics/spells/Spells/Level 5/Black Tentacles.md new file mode 100644 index 000000000..bcf79b5cb --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Black Tentacles.md @@ -0,0 +1,47 @@ +--- +name: Black Tentacles +alias: Black Tentacles +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: conjuration +type: attack +traditions: [arcane, occult] +deities: Abraxas, Gogunta, Yog-Sothoth +bloodline: aberrant +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +Area 20-foot burst adjacent to a flat surface + + +Oily black tentacles rise up and attempt to capture creatures in the area. Make spell attack rolls against the Fortitude DC of each creature in the area. 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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Blackfinger's Blades.md b/content/mechanics/spells/Spells/Level 5/Blackfinger's Blades.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 5/Blackfinger's Blades.md rename to content/mechanics/spells/Spells/Level 5/Blackfinger's Blades.md index f4eda4639..9b5ce0d60 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Blackfinger's Blades.md +++ b/content/mechanics/spells/Spells/Level 5/Blackfinger's Blades.md @@ -25,19 +25,18 @@ traits: components: - somatic - verbal -description: > - You pray for swift and painful death to your enemies and find your and your allies' weapons blessed to deliver just that. - The target weapons are coated with Giant Scorpion Venom with a DC equal to your spell DC. - The effects remain on a weapon for 1 minute or until the weapon deals damage, whichever comes first. --- # `=this.name` ==uncommon== | ==poison== | ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You pray for swift and painful death to your enemies and find your and your allies' weapons blessed to deliver just that. + +The target weapons are coated with Giant Scorpion Venom with a DC equal to your spell DC. + +The effects remain on a weapon for 1 minute or until the weapon deals damage, whichever comes first. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Blazing Fissure.md b/content/mechanics/spells/Spells/Level 5/Blazing Fissure.md new file mode 100644 index 000000000..f28f71ae0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Blazing Fissure.md @@ -0,0 +1,48 @@ +--- +name: Blazing Fissure +alias: Blazing Fissure +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 120-foot line +source: "Pathfinder Secrets of Magic" +save: reflex +basic: false +traits: + - common + - earth + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==earth== | ==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes 4d6 bludgeoning damage and 6d6 fire damage with a Reflex save. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage, and it falls [[Prone]]. +**Critical Failure** The target takes double damage, and it falls prone. + + +**Heightened (+1)** The damage increases by 1d6 bludgeoning and 1d6 fire diff --git a/content/mechanics/spells/Spells/Level 5/Blessing of Defiance.md b/content/mechanics/spells/Spells/Level 5/Blessing of Defiance.md new file mode 100644 index 000000000..cc31088ab --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Blessing of Defiance.md @@ -0,0 +1,42 @@ +--- +name: Blessing of Defiance +alias: Blessing of Defiance +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 5 +school: abjuration +type: utility +traditions: [divine, primal] +time: 1 to 3 +pf2etime: "" +range: 30 feet +target: varies +source: "Pathfinder Secrets of Magic" +duration: 1 round +traits: + - common + - abjuration +components: +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or Will. The target gets a +4 status bonus to that saving throw for 1 round. The potency and number of targets of this blessing depend on how many actions you spend when Casting the Spell. + + +1 (somatic) The spell targets you or one willing ally within range. + +2 (verbal) The spell targets you or one willing ally within range. If you choose Fortitude, the target gains resistance 15 to poison. If you choose Reflex, the target gains a +15-foot status bonus to its Speeds. If you choose Will, the target gains resistance 15 to mental damage. + +3 (verbal) The spell targets you and all willing allies within 30 feet. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Blind Eye.md b/content/mechanics/spells/Spells/Level 5/Blind Eye.md new file mode 100644 index 000000000..cd7249565 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Blind Eye.md @@ -0,0 +1,38 @@ +--- +name: Blind Eye +alias: Blind Eye +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: illusion +type: utility +traditions: [arcane, occult] +time: 1 minute +pf2etime: "" +range: touch +target: 1 object +source: "Pathfinder #182: Graveclaw" +duration: until the next time you make your daily preparations +traits: + - uncommon + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You enchant a single object, preventing it from being used for magical observation. If you cast this spell on a non-magical item used to cast scrying spells, such as a spell component pouch or a spell focus, the item can't be used to cast the spell. If you cast blind eye on a magical item that can be activated to scry (such as a Crystal Ball or Hag Eye), the item can't be activated for scrying effects. Magical items that are twice blind eye's spell level or more aren't blocked this way. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Blink Charge.md b/content/mechanics/spells/Spells/Level 5/Blink Charge.md new file mode 100644 index 000000000..c40c9d72d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Blink Charge.md @@ -0,0 +1,45 @@ +--- +name: Blink Charge +alias: Blink Charge +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: conjuration +type: utility +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +traits: + - common + - force + - teleportation + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within range, then make a Strike against the creature with a weapon you're wielding. The Strike deals damage, plus an extra 2d8 force damage, depending on the result of your Strike. +**Critical Success** Double damage, plus after the Strike, you can teleport the target into an empty space up to 5 feet away from its current position. The new space must be on the ground if it started on the ground, in the air if it was flying, and so on. +**Success** The Strike deals full damage. +**Failure** The Strike deals no damage, but the target takes 1d8 force damage. +**Critical Failure** The Strike deals no damage, and you take 1d8 force damage. + + +**Heightened (+2)** The spell's range increases by 60 feet, and any force damage the spell deals is increased by 1d8 force. diff --git a/content/mechanics/spells/Spells/Level 5/Blister.md b/content/mechanics/spells/Spells/Level 5/Blister.md new file mode 100644 index 000000000..453c7ae51 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Blister.md @@ -0,0 +1,49 @@ +--- +name: Blister +alias: Blister +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 5 +school: necromancy +type: save +traditions: [arcane, occult, primal] +deities: Fandarra +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder Advanced Player's Guide" +duration: 1 minute +save: fortitude +basic: false +traits: + - common + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You point at a target in range, and its skin grows searing blisters filled with caustic fluid. The target must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target grows one blister. You can spend a single action, which has the concentrate trait, to pop a blister. The target and each creature in a 15-foot cone originating from the target takes 7d6 acid damage (basic Fortitude save). You choose the direction of the cone, which can't include the target. When no blisters are left, the spell ends. +**Failure** As success, but the target grows two blisters. +**Critical Failure** As success, but the target grows four blisters. + + +**Heightened (+1)** The damage of a popped blister increases by 1d6 acid damage. diff --git a/content/mechanics/spells/Spells/Level 5/Blood Feast.md b/content/mechanics/spells/Spells/Level 5/Blood Feast.md new file mode 100644 index 000000000..873caf127 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Blood Feast.md @@ -0,0 +1,44 @@ +--- +name: Blood Feast +alias: Blood Feast +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: necromancy +type: attack +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder #154: Siege of the Dinosaurs" +traits: + - uncommon + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +Your head splits vertically into an enormous maw, which feasts upon the target's blood, dealing 12d6 piercing damage, depending on your spell attack roll. After the spell, your head sews back together as if it had never split apart. You gain temporary Hit Points for 1 minute equal to half the piercing damage the target takes. + +If you are a gug, increase the piercing damage by 2d6 and increase the [[Persistent Bleed Damage]] you deal on a critical hit by 1d8. This spell doesn't alter a gug's appearance. +**Critical Success** The creature takes double damage and 1d8 persistent Bleed damage. +**Success** The creature takes full damage. +**Failure** You miss and the creature takes no damage. + + +**Heightened (+1)** The piercing damage increases by 2d6, and the [[Persistent Bleed Damage]] on a critical increases by 1. diff --git a/content/Mechanics/Spells/Spells/Level 5/Breath of Life.md b/content/mechanics/spells/Spells/Level 5/Breath of Life.md similarity index 57% rename from content/Mechanics/Spells/Spells/Level 5/Breath of Life.md rename to content/mechanics/spells/Spells/Level 5/Breath of Life.md index b0cf54c89..aef57d74c 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Breath of Life.md +++ b/content/mechanics/spells/Spells/Level 5/Breath of Life.md @@ -25,17 +25,14 @@ traits: - necromancy components: - verbal -description: > - 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. --- # `=this.name` ==healing== | ==positive== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Chameleon Coat.md b/content/mechanics/spells/Spells/Level 5/Chameleon Coat.md new file mode 100644 index 000000000..ad8322b6a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Chameleon Coat.md @@ -0,0 +1,39 @@ +--- +name: Chameleon Coat +alias: Chameleon Coat +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 5 +school: illusion +type: utility +traditions: [primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 15 feet +target: up to 8 creatures +source: "Pathfinder Advanced Player's Guide" +duration: 10 minutes +traits: + - common + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to Stealth checks to Hide. The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature. +**Heightened (6th)** If a creature affected by this spell rolls a critical failure on its Stealth check to Sneak within 30 feet of a creature that would spot it, it instead only fails its check, as the spell mildly hypnotizes the spotter. +**Heightened (8th)** As 6th level, and the status bonus is +4. diff --git a/content/mechanics/spells/Spells/Level 5/Chromatic Wall.md b/content/mechanics/spells/Spells/Level 5/Chromatic Wall.md new file mode 100644 index 000000000..61dd15174 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Chromatic Wall.md @@ -0,0 +1,58 @@ +--- +name: Chromatic Wall +alias: Chromatic Wall +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: abjuration +type: utility +traditions: [arcane, occult] +deities: Lady Jingxi, Pulura +bloodline: draconic +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. + +**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, sonic 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Cloak of Colors.md b/content/mechanics/spells/Spells/Level 5/Cloak of Colors.md new file mode 100644 index 000000000..5a85ff049 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Cloak of Colors.md @@ -0,0 +1,45 @@ +--- +name: Cloak of Colors +alias: Cloak of Colors +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Chaldira, Falayna, Sturovenen +bloodline: fey, wyrmblessed +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Success** The attacker is unaffected. +**Failure** The attacker is [[Blinded]] for 1 round. +**Critical Failure** The attacker is [[Stunned]] for 1 round. diff --git a/content/Mechanics/Spells/Spells/Level 5/Cloudkill.md b/content/mechanics/spells/Spells/Level 5/Cloudkill.md similarity index 56% rename from content/Mechanics/Spells/Spells/Level 5/Cloudkill.md rename to content/mechanics/spells/Spells/Level 5/Cloudkill.md index 0bf4d6895..1335d72de 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Cloudkill.md +++ b/content/mechanics/spells/Spells/Level 5/Cloudkill.md @@ -31,21 +31,17 @@ components: - material - somatic - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 1d8. --- # `=this.name` ==death== | ==poison== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (+1)** The damage increases by 1d8. diff --git a/content/Mechanics/Spells/Spells/Level 5/Cone of Cold.md b/content/mechanics/spells/Spells/Level 5/Cone of Cold.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 5/Cone of Cold.md rename to content/mechanics/spells/Spells/Level 5/Cone of Cold.md index db01a5b70..01d89c42c 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Cone of Cold.md +++ b/content/mechanics/spells/Spells/Level 5/Cone of Cold.md @@ -26,20 +26,16 @@ traits: components: - somatic - verbal -description: > - Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area. - - **Heightened (+1)** The damage increases by 2d6. --- # `=this.name` ==cold== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Area** `=this.area` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area. +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/Mechanics/Spells/Spells/Level 5/Control Water.md b/content/mechanics/spells/Spells/Level 5/Control Water.md similarity index 57% rename from content/Mechanics/Spells/Spells/Level 5/Control Water.md rename to content/mechanics/spells/Spells/Level 5/Control Water.md index 96530b79b..e84516a5a 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Control Water.md +++ b/content/mechanics/spells/Spells/Level 5/Control Water.md @@ -25,20 +25,18 @@ traits: components: - somatic - verbal -description: > - 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]]. - - Area 50 ft long by 50 ft wide --- # `=this.name` ==water== | ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` *** -`=this.description` \ No newline at end of file +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]]. + + +Area 50 ft long by 50 ft wide \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Crushing Despair.md b/content/mechanics/spells/Spells/Level 5/Crushing Despair.md new file mode 100644 index 000000000..be217912e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Crushing Despair.md @@ -0,0 +1,51 @@ +--- +name: Crushing Despair +alias: Crushing Despair +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Ahriman, Charon, Groetus, Naderi, Sifkesh, The Lost Prince +bloodline: diabolic, nymph +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot cone +source: "Pathfinder Core Rulebook" +duration: 1 or more rounds +save: will +basic: false +traits: + - common + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You inflict despair on creatures in the area. The effects for each creature are determined by its Will save. +**Critical Success** The creature is unaffected. +**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. +**Failure** As success, but the duration is 1 minute. +**Critical Failure** As failure, and the creature is automatically [[Slowed]] 1 for 1 minute. + + +**Heightened (7th)** The area increases to a 60-foot cone. diff --git a/content/Mechanics/Spells/Spells/Level 5/Death Ward.md b/content/mechanics/spells/Spells/Level 5/Death Ward.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 5/Death Ward.md rename to content/mechanics/spells/Spells/Level 5/Death Ward.md index 025f070ef..8b5217ee8 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Death Ward.md +++ b/content/mechanics/spells/Spells/Level 5/Death Ward.md @@ -26,19 +26,17 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Desperate Repair.md b/content/mechanics/spells/Spells/Level 5/Desperate Repair.md similarity index 59% rename from content/Mechanics/Spells/Spells/Level 5/Desperate Repair.md rename to content/mechanics/spells/Spells/Level 5/Desperate Repair.md index 73c6c64cf..11326ff82 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Desperate Repair.md +++ b/content/mechanics/spells/Spells/Level 5/Desperate Repair.md @@ -25,17 +25,14 @@ traits: - transmutation components: - verbal -description: > - You hold a shield together with the power of your magic, forcing wood and steel to fuse back together. The shield remains at 1 Hit Point and isn't destroyed. Its construction is weakened until someone takes the time to repair it, preventing desperate repair or a similar ability from saving the same shield until your next daily preparations. --- # `=this.name` ==uncommon== | ==transmutation== -*Source* `=this.source` -**Access** `=this.access` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger`; **Requirements** `=this.requirements` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger`; **Requirements** `=this.requirements` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +You hold a shield together with the power of your magic, forcing wood and steel to fuse back together. The shield remains at 1 Hit Point and isn't destroyed. Its construction is weakened until someone takes the time to repair it, preventing desperate repair or a similar ability from saving the same shield until your next daily preparations. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Dreaming Potential.md b/content/mechanics/spells/Spells/Level 5/Dreaming Potential.md new file mode 100644 index 000000000..a01d9d7e4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Dreaming Potential.md @@ -0,0 +1,40 @@ +--- +name: Dreaming Potential +alias: Dreaming Potential +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 5 +school: enchantment +type: utility +traditions: [occult] +deities: Arshea, Desna, Saloc, Shei, Tlehar +time: 10 minutes +pf2etime: "" +range: touch +target: 1 willing sleeping creature +source: "Pathfinder Core Rulebook" +duration: 8 hours +traits: + - common + - mental + - enchantment +components: + - material + - somatic + - verbal +--- +# `=this.name` +==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Drop Dead.md b/content/mechanics/spells/Spells/Level 5/Drop Dead.md new file mode 100644 index 000000000..273ccbde9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Drop Dead.md @@ -0,0 +1,41 @@ +--- +name: Drop Dead +alias: Drop Dead +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine +level: 5 +school: illusion +type: utility +traditions: [arcane, divine] +deities: Naderi +time: reaction +pf2etime: "*⬲{ .Pathfinder }*" +trigger: A creature within range is hit by an attack from an enemy +range: 120 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - uncommon + - visual + - illusion +components: + - somatic +--- +# `=this.name` +==uncommon== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (7th)** The spell doesn't end if the target uses hostile actions. diff --git a/content/mechanics/spells/Spells/Level 5/Ectoplasmic Expulsion.md b/content/mechanics/spells/Spells/Level 5/Ectoplasmic Expulsion.md new file mode 100644 index 000000000..6882a2e60 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Ectoplasmic Expulsion.md @@ -0,0 +1,36 @@ +--- +name: Ectoplasmic Expulsion +alias: Ectoplasmic Expulsion +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 5 +school: necromancy +type: utility +traditions: [occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder #165: Eyes of Empty Death" +traits: + - uncommon + - mental + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You call upon tendrils of ephemeral ectoplasm to pass through the target and carry away a harmful psychic affliction. You immediately attempt to counteract a single effect on the target with the emotion or possession trait, or an effect giving the target the [[Controlled]] or [[Fascinated]] condition. If you fail to counteract the effect, you nevertheless set up a resonance that allows the target to more ably escape the effect on its own; for the next hour, the target gains a +2 status bonus to Will saves to shrug off the effect you failed to counteract (such as Will saves to shake off control by the [[Possession]] spell). \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Elemental Form.md b/content/mechanics/spells/Spells/Level 5/Elemental Form.md new file mode 100644 index 000000000..464c08d77 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Elemental Form.md @@ -0,0 +1,69 @@ +--- +name: Elemental Form +alias: Elemental Form +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: transmutation +type: utility +traditions: [arcane, primal] +bloodline: elemental +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. + +You gain the following statistics and abilities regardless of which battle form you choose: + +AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. +10 temporary Hit Points. +Darkvision. +One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. +Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher. + + +You also gain specific abilities based on the type of elemental you choose: +**Air** +Fly Speed 80 feet, movement doesn't trigger reactions; +Melee 1 gust, Damage 1d4 bludgeoning. + +**Earth** +Speed 20 feet, burrow Speed 20 feet; +Melee 1 fist, Damage 2d10 bludgeoning. + +**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 damage. + +**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. + +**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. +**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. + diff --git a/content/mechanics/spells/Spells/Level 5/Etheric Shards.md b/content/mechanics/spells/Spells/Level 5/Etheric Shards.md new file mode 100644 index 000000000..a39656f78 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Etheric Shards.md @@ -0,0 +1,41 @@ +--- +name: Etheric Shards +alias: Etheric Shards +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: evocation +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 20-foot burst +source: "Pathfinder Dark Archive" +duration: 1 minute +save: reflex +basic: true +traits: + - common + - force + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You reach out and sow glittering splinters of force throughout the area, otherworldly caltrops of will and ectoplasm. The area is difficult terrain, even to flying or incorporeal creatures. Any creature that moves through the area takes 1d4 piercing damage per square traversed, with a basic Reflex save made at the end of each move action they take through the area. +**Heightened (+2)** The spell's area increases by 5 feet, and the piercing damage increases by 1. diff --git a/content/mechanics/spells/Spells/Level 5/False Vision.md b/content/mechanics/spells/Spells/Level 5/False Vision.md new file mode 100644 index 000000000..61dec98d5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/False Vision.md @@ -0,0 +1,38 @@ +--- +name: False Vision +alias: False Vision +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: illusion +type: utility +traditions: [arcane, occult] +time: 10 minutes +pf2etime: "" +range: touch +area: 100-foot burst +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - uncommon + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Flame Strike.md b/content/mechanics/spells/Spells/Level 5/Flame Strike.md new file mode 100644 index 000000000..2022b2e05 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Flame Strike.md @@ -0,0 +1,46 @@ +--- +name: Flame Strike +alias: Flame Strike +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine +level: 5 +school: evocation +type: save +traditions: [divine] +bloodline: angelic +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 10-foot burst +source: "Pathfinder Core Rulebook" +save: reflex +basic: true +traits: + - common + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +Area: 10-foot radius, 40-foot-tall cylinder + + +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. +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 5/Flammable Fumes.md b/content/mechanics/spells/Spells/Level 5/Flammable Fumes.md new file mode 100644 index 000000000..a26511e20 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Flammable Fumes.md @@ -0,0 +1,44 @@ +--- +name: Flammable Fumes +alias: Flammable Fumes +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: conjuration +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - poison + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==poison== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. The gases are invisible, requiring a successful Perception check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes 2d6 poison damage. A creature can take the poison damage from flammable fumes only once per round. + +One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a fire effect, the cloud detonates in a massive blaze that deals 10d6 fire damage to all creatures within it, and the spell ends. +**Heightened (+2)** The poison damage increases by 1d6 and the fire damage on an explosion increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 5/Flowing Strike.md b/content/mechanics/spells/Spells/Level 5/Flowing Strike.md new file mode 100644 index 000000000..5a2b08485 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Flowing Strike.md @@ -0,0 +1,36 @@ +--- +name: Flowing Strike +alias: Flowing Strike +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: evocation +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +traits: + - common + - water + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +*** +A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. You Stride up to 50 feet. This movement doesn't trigger reactions. You can make a Strike at any point during your Stride. If your Strike hits, the wave flows after you to batter the target of your Strike as well, dealing 2d10 bludgeoning damage and pushing it 10 feet in a direction of your choice. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Forceful Hand.md b/content/mechanics/spells/Spells/Level 5/Forceful Hand.md new file mode 100644 index 000000000..47db2c569 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Forceful Hand.md @@ -0,0 +1,62 @@ +--- +name: Forceful Hand +alias: Forceful Hand +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: evocation +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +traits: + - common + - force + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' attacks. Each time you Sustain the Spell, the hand moves to an unoccupied space of your choice adjacent to you. When you Sustain the Spell, you can have the hand Fly to an unoccupied space of your choice adjacent to an ally to protect that ally instead. The hand's movement does not trigger reactions based on creature movement. **Success**ful attacks against the hand damage it, and damaging effects that can target a creature can target the hand. The hand has an AC of 25, 50 Hit Points, and can't recover HP by any means. A hit by a disintegrate spell or similar effect destroys the hand. + + +The hand's actions and the cover it provides depend on what actions you take during your turn. At the end of your turn, what the hand does is determined by the first entry on this list that matches a trait from any of the actions you used on your turn. For instance, if you Step, Stride, and Sustain the Spell, you use the entry for move actions, so the hand provides standard cover. + + +Manipulate or Attack The hand interposes between you and your foes. It provides lesser cover (+1 circumstance bonus to AC) against all attacks that pass through the hand's square. + +Move The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square. +Concentrate The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square. +**Heightened (6th)** The hand has AC 27 and 60 Hit Points. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Swat. + + +Swat The hand Flies to an enemy of your choice within range and attempts to Push that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Push. +**Heightened (7th)** The hand has AC 30 and 70 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp or Swat. + + +Grasp The hand Flies to an enemy of your choice within range and attempts to Grapple that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Grapple. +**Heightened (8th)** The hand has AC 32 and 80 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp, Punch, or Swat. + + +Punch The hand Flies to an enemy of your choice within range and attempts to Strike that enemy with crushing force. The hand's Strikes use your melee spell attack modifiers and deal 7d8 force damage. The hand's Strikes don't use or contribute to your multiple attack penalty. +**Heightened (9th)** The hand has AC 35 and 90 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Crush, Grasp, Punch, or Swat. + + +Crush If the hand doesn't have a target grabbed, it Flies to an enemy of your choice within range and attempts to Strike that enemy with deadly crushing force. The hand's Strikes are melee spell attacks that deal 6d8 force damage. The hand's Strikes don't take or contribute to your multiple attack penalty. On a successful Strike, the target is grabbed by the hand until the end of your next turn, unless the hand moves or the target successfully Escapes against your spell DC. However, if the hand has a target grabbed when it uses Crush, it instead Constricts the target, dealing 6d8 force damage with a basic Fortitude save. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Geyser.md b/content/mechanics/spells/Spells/Level 5/Geyser.md new file mode 100644 index 000000000..a2c18d871 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Geyser.md @@ -0,0 +1,53 @@ +--- +name: Geyser +alias: Geyser +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +area: 10-foot burst +source: "Pathfinder Secrets of Magic" +duration: 1 round +save: reflex +basic: false +traits: + - common + - fire + - water + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Area 10-foot radius, 50-foot-tall cylinder + + +A powerful geyser blasts up from the ground, potentially pushing creatures on top of it into the air. The bottom of this spell's area must be on solid ground. Each creature in the area takes 3d6 bludgeoning damage and 4d6 fire damage, with a Reflex save. A creature pushed into the air by the geyser can't be pushed beyond the top of the geyser. After being pushed into the air, a creature falls unless it's flying or has some other means of staying aloft, taking falling damage (normally equal to half the distance it fell). After the geyser erupts, its area is filled with a cloud of steam for 1 round. All creatures in the steam are concealed, and all creatures outside the steam are concealed to creatures within it. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage and isn't pushed into the air. +**Failure** The creature takes full damage and is pushed 20 feet into the air. (10 bludgeoning damage) +**Critical Failure** The creature takes double damage and is pushed 40 feet into the air. (20 bludgeoning damage) + + +**Heightened (+1)** The damage increases by 1d6 bludgeoning and 1d6 fire. diff --git a/content/mechanics/spells/Spells/Level 5/Glimmer of Charm.md b/content/mechanics/spells/Spells/Level 5/Glimmer of Charm.md new file mode 100644 index 000000000..ca426851b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Glimmer of Charm.md @@ -0,0 +1,47 @@ +--- +name: Glimmer of Charm +alias: Glimmer of Charm +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 5 +school: enchantment +type: save +traditions: [arcane, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 20-foot emanation +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - common + - aura + - emotion + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==aura== | ==emotion== | ==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura. +**Critical Success** The creature is unaffected and is aware of the aura. +**Success** The creature's attitude toward you improves by one step. If that improves its attitude to at least [[Indifferent]], it can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. +**Failure** The creature's attitude toward you improves by two steps. It can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. +**Critical Failure** The creature's attitude becomes [[Helpful]] to you, though the effect ends as soon as you take a hostile action against the creature or its allies. While the creature is helpful, it can't take hostile actions against you. diff --git a/content/mechanics/spells/Spells/Level 5/Grisly Growths.md b/content/mechanics/spells/Spells/Level 5/Grisly Growths.md new file mode 100644 index 000000000..0bb1547fd --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Grisly Growths.md @@ -0,0 +1,46 @@ +--- +name: Grisly Growths +alias: Grisly Growths +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: transmutation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 corporeal creature +source: "Pathfinder Advanced Player's Guide" +save: fortitude +basic: true +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. The target takes 10d6 piercing damage (basic Fortitude save) as the new features erupt. This spell has no effect on a target with a mutable anatomy or no limbs, such as an ooze or a protean. The growths rot rapidly and fall away after 1 round. + +In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour. This additional effect is a mental and visual effect. +**Success** The creature is unaffected. +**Failure** The creature is [[Sickened]] 1. +**Critical Failure** The character is [[Sickened]] 2. + + +**Heightened (+1)** The damage increases by 2d6 piercing. diff --git a/content/mechanics/spells/Spells/Level 5/Hallucination.md b/content/mechanics/spells/Spells/Level 5/Hallucination.md new file mode 100644 index 000000000..ce1ac1100 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Hallucination.md @@ -0,0 +1,48 @@ +--- +name: Hallucination +alias: Hallucination +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: illusion +type: save +traditions: [arcane, occult] +deities: Cayden Cailean, Hastur, Tsukiyo +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 hour +save: will +basic: false +traits: + - common + - incapacitation + - mental + - illusion +components: + - material + - somatic +--- +# `=this.name` +==incapacitation== | ==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**Critical Success** The creature is unaffected. +**Success** The creature perceives what you chose until it disbelieves, but it knows what the hallucination is. +**Failure** The creature perceives what you chose until it disbelieves. +**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. +**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. +**Heightened (8th)** Choose to either target any number of creatures or change the spell's duration to unlimited. diff --git a/content/mechanics/spells/Spells/Level 5/Healing Well.md b/content/mechanics/spells/Spells/Level 5/Healing Well.md new file mode 100644 index 000000000..e145a0839 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Healing Well.md @@ -0,0 +1,42 @@ +--- +name: Healing Well +alias: Healing Well +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 5 +school: necromancy +type: heal +traditions: [divine, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - healing + - positive + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==healing== | ==positive== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can Interact to tap into the well's power, recovering 4d8 Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space. + +If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well. +**Heightened (+1)** The healing increases by 3. diff --git a/content/mechanics/spells/Spells/Level 5/Illusory Scene.md b/content/mechanics/spells/Spells/Level 5/Illusory Scene.md new file mode 100644 index 000000000..e58940df9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Illusory Scene.md @@ -0,0 +1,48 @@ +--- +name: Illusory Scene +alias: Illusory Scene +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Daikitsu, Likha, Mahathallah +time: 10 minutes +pf2etime: "" +range: 500 feet +area: 30-foot burst +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - auditory + - olfactory + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==olfactory== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. +**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. +**Heightened (8th)** As the 6th-level version, and the duration is unlimited. diff --git a/content/mechanics/spells/Spells/Level 5/Impaling Spike.md b/content/mechanics/spells/Spells/Level 5/Impaling Spike.md new file mode 100644 index 000000000..bb12b0b36 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Impaling Spike.md @@ -0,0 +1,46 @@ +--- +name: Impaling Spike +alias: Impaling Spike +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: conjuration +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Advanced Player's Guide" +duration: 1 minute +save: reflex +basic: false +traits: + - common + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must attempt a Reflex save. +**Critical Success** The target dodges the spike and is unaffected. +**Success** The target is struck by the spike and takes half damage. +**Failure** The target is impaled through a leg or another non - vital body part. The creature takes full damage and, if it's standing on solid ground, becomes [[Immobilized]]. It can attempt to Escape(the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns. +**Critical Failure** As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is [[Flat-Footed]] as long as it's impaled. + + +**Heightened (+1)** The damage increases by 2d6 piercing. diff --git a/content/Mechanics/Spells/Spells/Level 5/Incendiary Fog.md b/content/mechanics/spells/Spells/Level 5/Incendiary Fog.md similarity index 56% rename from content/Mechanics/Spells/Spells/Level 5/Incendiary Fog.md rename to content/mechanics/spells/Spells/Level 5/Incendiary Fog.md index 1ade9bed2..737ca9f33 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Incendiary Fog.md +++ b/content/mechanics/spells/Spells/Level 5/Incendiary Fog.md @@ -28,17 +28,14 @@ components: - material - somatic - verbal -description: > - You summon a cloud of flammable black dust. The cloud functions as [[Obscuring Mist]]. If any open flame or fire effect is within the spell's area when it's cast, or later enters or occurs within the area, the cloud ignites. Creatures in the cloud take 10d6 fire damage (basic Reflex save), and the spell ends. --- # `=this.name` ==rare== | ==fire== | ==conjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You summon a cloud of flammable black dust. The cloud functions as [[Obscuring Mist]]. If any open flame or fire effect is within the spell's area when it's cast, or later enters or occurs within the area, the cloud ignites. Creatures in the cloud take 10d6 fire damage (basic Reflex save), and the spell ends. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Inevitable Disaster.md b/content/mechanics/spells/Spells/Level 5/Inevitable Disaster.md new file mode 100644 index 000000000..7ace8d89e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Inevitable Disaster.md @@ -0,0 +1,41 @@ +--- +name: Inevitable Disaster +alias: Inevitable Disaster +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: divination +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: true +traits: + - common + - curse + - prediction + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==prediction== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs [[/br 1d4 #rounds]]{1d4 rounds} later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments. +**Heightened (+1)** The damage increases by 10. diff --git a/content/mechanics/spells/Spells/Level 5/Infectious Comedy.md b/content/mechanics/spells/Spells/Level 5/Infectious Comedy.md new file mode 100644 index 000000000..4e914cbff --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Infectious Comedy.md @@ -0,0 +1,46 @@ +--- +name: Infectious Comedy +alias: Infectious Comedy +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: enchantment +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder #185: A Taste of Ashes" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - uncommon + - emotion + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==emotion== | ==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You tell a magical joke and infect a target with laughter that spreads to those nearby. The first time you Sustain the Spell each round, you can target another creature you can see that is within 30 feet of an affected target. The new target need not be able to see or hear the affected target, as the humor spreads magically. You can't target the same creature more than once with this spell. +**Critical Success** The target is unaffected. +**Success** The target begins giggling and can't use reactions. +**Failure** The target is [[Slowed]] 1 and can't use reactions. +**Critical Failure** The target falls [[Prone]] and can't use actions or reactions for 1 round. It then suffers the failure effect. diff --git a/content/mechanics/spells/Spells/Level 5/Invoke Spirits.md b/content/mechanics/spells/Spells/Level 5/Invoke Spirits.md new file mode 100644 index 000000000..980be19fd --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Invoke Spirits.md @@ -0,0 +1,46 @@ +--- +name: Invoke Spirits +alias: Invoke Spirits +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 10-foot burst +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +save: will +basic: true +traits: + - common + - emotion + - fear + - mental + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==fear== | ==mental== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 negative damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are [[Frightened]] 2 and are [[Fleeing]] for 1 round. + +On subsequent rounds, the first time you Sustain the Spell each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn't make them flee. +**Heightened (+2)** The mental damage and negative damage each increase by 1d4. diff --git a/content/mechanics/spells/Spells/Level 5/Lashunta's Life Bubble.md b/content/mechanics/spells/Spells/Level 5/Lashunta's Life Bubble.md new file mode 100644 index 000000000..074525dbe --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Lashunta's Life Bubble.md @@ -0,0 +1,36 @@ +--- +name: Lashunta's Life Bubble +alias: Lashunta's Life Bubble +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/abjuration + - pf2e/spelltype/attack +level: 5 +school: abjuration +type: attack +traditions: [] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder #187: The Seventh Arch" +duration: 8 hours +traits: + - uncommon + - air + - abjuration +components: + - verbal +--- +# `=this.name` +==uncommon== | ==air== | ==abjuration== + +*Source* `=this.source` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You create a replenishing protective bubble of fresh, temperate air around the target. The shell of air enables the target to breathe even underwater or in a vacuum, protects from severe cold and heat, and grants a +1 status bonus to the target's saves against inhaled dangers such as inhaled poisons and [[Cloudkill]]. +**Heightened (6th)** The bubble lasts until your next preparation. +**Heightened (8th)** The bubble lasts until your next preparation, protects against extreme cold and heat, and grants a +2 status bonus instead of +1. diff --git a/content/mechanics/spells/Spells/Level 5/Lightning Storm.md b/content/mechanics/spells/Spells/Level 5/Lightning Storm.md new file mode 100644 index 000000000..45c0c3bc9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Lightning Storm.md @@ -0,0 +1,41 @@ +--- +name: Lightning Storm +alias: Lightning Storm +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 5 +school: evocation +type: save +traditions: [primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Advanced Player's Guide" +duration: sustained up to 1 minute +save: reflex +basic: true +traits: + - common + - electricity + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==electricity== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You create a black, rumbling storm cloud and call down one lightning bolt within the spell's area. The bolt is a vertical line from the top of the storm cloud to the ground below, dealing 4d12 electricity damage to creatures in the line (basic Reflex save). On subsequent rounds, the first time you Sustain the Spell each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn. +**Heightened (+2)** The damage of each bolt increases by 1d12 electricity damage. diff --git a/content/mechanics/spells/Spells/Level 5/Mantle of the Frozen Heart.md b/content/mechanics/spells/Spells/Level 5/Mantle of the Frozen Heart.md new file mode 100644 index 000000000..b5b1f91df --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Mantle of the Frozen Heart.md @@ -0,0 +1,44 @@ +--- +name: Mantle of the Frozen Heart +alias: Mantle of the Frozen Heart +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: transmutation +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - cold + - morph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==cold== | ==morph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. + +**Chilling Ice** The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. + +**Heart of Ice** Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non‑reach melee weapon attack, takes 2d6 cold damage. +**Ice Glide** Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a smooth surface, you gain a +20-foot status bonus to your land Speed. +**Icy Claws** Your hands morph into vicious, piercing claws of ice useful for attacking or climbing. As long as you have both hands free, you gain a climb Speed equal to your land Speed. You gain a claw unarmed attack with the agile and finesse traits, in the brawling weapon group. Your claw attack deals 1d6 piercing damage as its base damage, plus an additional 2d6 cold damage. diff --git a/content/mechanics/spells/Spells/Level 5/Mantle of the Magma Heart.md b/content/mechanics/spells/Spells/Level 5/Mantle of the Magma Heart.md new file mode 100644 index 000000000..124be6285 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Mantle of the Magma Heart.md @@ -0,0 +1,46 @@ +--- +name: Mantle of the Magma Heart +alias: Mantle of the Magma Heart +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: transmutation +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - fire + - morph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==morph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You surround yourself in a mantle of blazing fire magic, and your skin and anything you're wearing morphs into burning hot lava. The air around you swelters with heat, and tiny sparks of flame dance behind you as you pass. Upon casting this spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. + + +Enlarging Eruption You erupt in lava, which clings to you and hardens, causing your body to swell and burst until you grow to size Large. You're clumsy 1. Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. You can't choose this option if you're already Large or larger. + +Fiery Grasp Your hands swell and grow with lava. You gain a lava fist unarmed attack in the brawling weapon group. Your lava fists deal 1d8 bludgeoning damage as their base damage, plus an additional 2d6 fire damage and 1d6 persistent fire damage. + +Heart of Fire Your body's temperature becomes so hot that any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 fire damage. +Warming Flames Flames flicker around you, warming away the cold while protecting you from the heat. You gain resistance 5 to cold and fire. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Mariner's Curse.md b/content/mechanics/spells/Spells/Level 5/Mariner's Curse.md new file mode 100644 index 000000000..a15c81ca7 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Mariner's Curse.md @@ -0,0 +1,50 @@ +--- +name: Mariner's Curse +alias: Mariner's Curse +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 5 +school: necromancy +type: save +traditions: [arcane, occult, primal] +deities: Besmara +bloodline: hag +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +save: will +basic: false +traits: + - common + - curse + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** The target becomes [[Sickened]] 1. Reducing its Sickened condition to 0 ends the curse. +**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. +**Critical Failure** As failure, but the target becomes [[Sickened]] 2. diff --git a/content/mechanics/spells/Spells/Level 5/Mind Probe.md b/content/mechanics/spells/Spells/Level 5/Mind Probe.md new file mode 100644 index 000000000..6d8723155 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Mind Probe.md @@ -0,0 +1,46 @@ +--- +name: Mind Probe +alias: Mind Probe +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: divination +type: save +traditions: [arcane, occult] +deities: Conqueror Worm, Ma'at +time: 1 minute +pf2etime: "" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - uncommon + - linguistic + - mental + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==linguistic== | ==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. **Success** The target is unaffected. +**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. +**Critical Failure** As failure, and the target takes a -4 circumstance penalty to Deception checks against your questions. diff --git a/content/mechanics/spells/Spells/Level 5/Mirecloak.md b/content/mechanics/spells/Spells/Level 5/Mirecloak.md new file mode 100644 index 000000000..900365f83 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Mirecloak.md @@ -0,0 +1,48 @@ +--- +name: Mirecloak +alias: Mirecloak +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: divination +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: up to 4 creatures +source: "Pathfinder #171: Hurricane's Howl" +duration: up to 1 minute +save: will +basic: false +traits: + - uncommon + - mental + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You wrap the targeted creatures in thin, sickly green shrouds that sap information from attackers. The shroud settles about each target's shoulders, granting a +1 status bonus to AC and a +2 status bonus to Stealth checks, both only while the target is in dim light or darkness. + +If a creature deals damage in melee to or touches a cloaked creature, the cloak wraps around the attacker, temporarily connecting the psyches of the cloaked creature and the attacker and violently prying a random piece of interesting information from the attacker's mind. The attacker takes 2d8 mental damage and must attempt a Will save. + +Afterward, the spell ends for the cloaked creature, and the attacker is temporarily immune to mirecloak for 24 hours. +**Critical Success** The attacker is unaffected. +**Success** The attacker takes half damage. +**Failure** The attacker takes full damage and is [[Sickened]] 1. In addition, the cloaked creature gleans a piece of information from the attacker's mind. The details and extent of this information are at the GM's discretion. +**Critical Failure** As failure, but the attacker takes double damage and is [[Sickened]] 2. diff --git a/content/mechanics/spells/Spells/Level 5/Mirror Malefactors.md b/content/mechanics/spells/Spells/Level 5/Mirror Malefactors.md new file mode 100644 index 000000000..90b340377 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Mirror Malefactors.md @@ -0,0 +1,45 @@ +--- +name: Mirror Malefactors +alias: Mirror Malefactors +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: illusion +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +save: will +basic: true +traits: + - common + - mental + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spell. These mirrors reflect the target, though if the target has no reflection, like a vampire, it's unaffected by mirror malefactors. As long as the target is surrounded by mirrors, it's [[Frightened]] 1, and it can't reduce its frightened value. + +When you Cast the Spell, the reflections leap from the mirrors and attack the target, dealing 7d8 mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you Sustain the spell that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends. +**Heightened (+1)** The damage for both the initial effect and on subsequent turns increases by 1d8. diff --git a/content/mechanics/spells/Spells/Level 5/Moon Frenzy.md b/content/mechanics/spells/Spells/Level 5/Moon Frenzy.md new file mode 100644 index 000000000..75a9b9617 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Moon Frenzy.md @@ -0,0 +1,45 @@ +--- +name: Moon Frenzy +alias: Moon Frenzy +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 5 +school: transmutation +type: utility +traditions: [primal] +deities: Angazhan, Chamidu, Sekhmet +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: up to 5 willing creatures +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - morph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==morph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (6th)** The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice. +**Heightened (10th)** The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice. diff --git a/content/mechanics/spells/Spells/Level 5/Passwall.md b/content/mechanics/spells/Spells/Level 5/Passwall.md new file mode 100644 index 000000000..4f0fb42a4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Passwall.md @@ -0,0 +1,42 @@ +--- +name: Passwall +alias: Passwall +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: conjuration +type: utility +traditions: [arcane, primal] +deities: Dranngvit +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - uncommon + - earth + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==earth== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**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, allowing creatures to enter the tunnel freely. diff --git a/content/mechanics/spells/Spells/Level 5/Pillars of Sand.md b/content/mechanics/spells/Spells/Level 5/Pillars of Sand.md new file mode 100644 index 000000000..4d2110925 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Pillars of Sand.md @@ -0,0 +1,43 @@ +--- +name: Pillars of Sand +alias: Pillars of Sand +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: conjuration +type: utility +traditions: [arcane, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder #155: Lord of the Black Sands" +duration: sustained up to 1 minute +traits: + - uncommon + - earth + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==earth== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You raise one or more pillars of solid sand from the earth. The total height of the pillars is 30 feet, which must be used in 10-foot increments (for example, you could create three 10-foot-tall pillars, one 20-foot-tall pillar and one 10-foot-tall pillar, or one 30-foot-tall pillar). Each pillar is 5 feet by 5 feet in length and width. The pillars must be conjured on a relatively flat area of natural earthen terrain such as sand, dirt, stone, or clay. Regardless of the terrain, the pillars are always made of tightly compacted sand particles that together become as hard and solid as stone (DC 15 climb to Climb). + +If a creature occupies the space where you cast this spell, it is carried upward atop the pillar. The creature can attempt a Reflex save (DC equal to the caster's spell DC); on a success, the creature can either attempt to Grab an Edge or move into an adjacent unoccupied square. If the pillar would rise higher than the ceiling, it firmly abuts the ceiling but does not rise any higher. A creature caught between a pillar and a ceiling takes no damage (subject to GM discretion, such as is in the case of stalactites or other hazards) but becomes immobilized. The creature can attempt an Escape check to free itself, but it must thereafter Grab an Edge, Climb down, or fall from the top of the pillar. The Grab an Edge and Escape DCs are the same as the Reflex save. + +As part of your action to Sustain the Spell, you can choose to either destroy one of your pillars, causing it to immediately crumble into nothing, or create a new pillar, as long as doing so wouldn't exceed the total number of feet of pillar you can create. You can Sustain the Spell two or more times on a single turn to destroy or create a pillar. +**Heightened (+1)** The total height of the pillars increases by 10 feet, but must still be used in 10-foot increments (this also increases the total number of pillars that can be created by one). diff --git a/content/mechanics/spells/Spells/Level 5/Plant Form.md b/content/mechanics/spells/Spells/Level 5/Plant Form.md new file mode 100644 index 000000000..d5f709b99 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Plant Form.md @@ -0,0 +1,67 @@ +--- +name: Plant Form +alias: Plant Form +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 5 +school: transmutation +type: utility +traditions: [primal] +deities: Cyth-V'sug, Immonhiel, The Green Mother +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - plant + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==plant== | ==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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: + +AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. + +12 temporary Hit Points. +Resistance 10 to poison. +Low-light vision. +One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. +Athletics modifier of +19, unless your own modifier is higher. + + +You also gain specific abilities based on the type of plant you choose: +**Arboreal** + +Speed 30 feet; you can speak in this form, but you still can't Cast a Spell or supply verbal components. +Melee 1 branch (reach 15 feet), Damage 2d10 bludgeoning; +Melee 1 foot, Damage 2d8 bludgeoning; + +**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. + +**Shambler** + +Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity; +Melee 1 vine (reach 15 feet), Damage 2d8 slashing. + +**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. diff --git a/content/mechanics/spells/Spells/Level 5/Portrait of the Artist.md b/content/mechanics/spells/Spells/Level 5/Portrait of the Artist.md new file mode 100644 index 000000000..64eaf1b9f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Portrait of the Artist.md @@ -0,0 +1,37 @@ +--- +name: Portrait of the Artist +alias: Portrait of the Artist +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 5 +school: illusion +type: utility +traditions: [occult] +time: 1 minute +pf2etime: "" +source: "Pathfinder Secrets of Magic" +duration: 1 hour +traits: + - common + - visual + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either Perception or an appropriate Lore, whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be. + +This spell can't grant you any benefits from special abilities that take such skill they require a Performance check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to Earn Income from your art is also quite difficult; because it requires careful timing and repeated deceit, it can't be assumed to automatically work on an Earn Income check. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Prying Eye.md b/content/mechanics/spells/Spells/Level 5/Prying Eye.md new file mode 100644 index 000000000..a9b91193a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Prying Eye.md @@ -0,0 +1,43 @@ +--- +name: Prying Eye +alias: Prying Eye +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: divination +type: utility +traditions: [arcane, divine, occult] +deities: Followers of Fate, Nethys +bloodline: imperial +time: 1 minute +pf2etime: "" +range: see text +source: "Pathfinder Core Rulebook" +duration: sustained +traits: + - common + - scrying + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==scrying== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Quicken Time.md b/content/mechanics/spells/Spells/Level 5/Quicken Time.md new file mode 100644 index 000000000..9ba56b3c3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Quicken Time.md @@ -0,0 +1,37 @@ +--- +name: Quicken Time +alias: Quicken Time +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: transmutation +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Dark Archive" +duration: 1 minute +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +You speed up the time stream in an area, stretching and pulling it until time flows swift and wild. Any creature that begins its turn in the area is [[Quickened]] and can use the extra action each round to Stride or Strike. Unfortunately, speeding up time is much more difficult than slowing it down, and the effect is uneven and jittery, making accuracy between times painfully difficult; creatures inside the area are [[Concealed]] to those outside it, and vice versa. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Ravening Maw.md b/content/mechanics/spells/Spells/Level 5/Ravening Maw.md new file mode 100644 index 000000000..8677c3b79 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Ravening Maw.md @@ -0,0 +1,43 @@ +--- +name: Ravening Maw +alias: Ravening Maw +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 5 +school: necromancy +type: save +traditions: [divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: one living creature +source: "Pathfinder #153: Life's Long Shadows" +duration: 3 rounds +save: will +basic: false +traits: + - uncommon + - evil + - healing + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==evil== | ==healing== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You evoke Zevgavizeb's unceasing hunger and inflict it upon your target. The target becomes overwhelmed with cannibalistic hunger and can restore its vitality by feasting on the flesh of the fallen. On its turn, the target can use 2 actions (these actions have the manipulate trait) to cannibalize an adjacent [[Dying]] or dead creature. If the cannibalized creature is Dying, it dies. If the cannibalized creature is an ally of the target, the target regains 5d8 HP; otherwise, the target regains 5d4 HP. Certain monsters (such as those whose blood is acidic or magical) might inflict additional effects on those who cannibalize them at the GM's discretion. Once cannibalized, a particular creature's body doesn't have enough meat to cannibalize again. During any round that there's a Dying or dead creature within 30 feet of the target, if the target can't or doesn't cannibalize a creature, the target takes 5d4 mental damage. +**Heightened (+1)** The amount of HP restored by cannibalizing a creature increases by 1d8 for eating an ally and 1d4 otherwise, and the mental damage increases by 1d4. diff --git a/content/mechanics/spells/Spells/Level 5/Repelling Pulse.md b/content/mechanics/spells/Spells/Level 5/Repelling Pulse.md new file mode 100644 index 000000000..7857fa211 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Repelling Pulse.md @@ -0,0 +1,45 @@ +--- +name: Repelling Pulse +alias: Repelling Pulse +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: evocation +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot emanation +source: "Pathfinder Secrets of Magic" +save: reflex +basic: false +traits: + - common + - force + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes 7d10 force damage depending on its Reflex save. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is pushed 10 feet away from you. +**Critical Failure** The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked [[Prone]]. + + +**Heightened (+2)** The force damage increases by 2d10, and the distance the target is moved on a failure and critical failure increases by 5 feet. diff --git a/content/mechanics/spells/Spells/Level 5/Return Beacon.md b/content/mechanics/spells/Spells/Level 5/Return Beacon.md new file mode 100644 index 000000000..4e2571616 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Return Beacon.md @@ -0,0 +1,44 @@ +--- +name: Return Beacon +alias: Return Beacon +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: conjuration +type: attack +traditions: [arcane, occult] +time: 1 minute +pf2etime: "" +range: 30 feet +source: "Pathfinder #166: Despair on Danger Island" +duration: 1 hour +traits: + - uncommon + - teleportation + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You create a unique planar beacon somewhere within the spell's range that remains in place. The beacon is invisible except when detected by detect magic, in which case it looks like a 10-foot-wide tower of bright light stretching into the sky. At any time during the duration of the beacon, you can complete a 1-minute activity, which has the concentrate and manipulate traits, to focus on the beacon and transport yourself and any items you're wearing and holding from your current space to the location of the beacon. Transporting yourself in this way ends the spell. If this would bring another creature with you-even if you're carrying it in an extradimensional container-the beacon collapses, ending the spell, and the transportation attempt fails. + +Casting return beacon while a beacon is active causes the previous return beacon spell to end. If you are not within 1 mile of the beacon, your attempt to transport yourself to the beacon fails. If a solid object is in the same space as the beacon when you transport yourself, you arrive in the nearest open space to the beacon. If there is not an open space within 30 feet of the beacon, your attempt to transport yourself fails, but the beacon remains intact. +**Heightened (7th)** The duration is 8 hours and you can transport yourself to the beacon from up to 100 miles away. +**Heightened (8th)** The duration is 24 hours and you can transport yourself to the beacon from up to 1,000 miles away. In addition, you can bring 1 willing ally you touch with you when you transport to the beacon. +**Heightened (9th)** The duration is 1 week and you can transport yourself to the beacon from anywhere on the same plane. In addition, you can bring up to 4 willing allies you touch with you when you transport to the beacon. +**Heightened (10th)** The duration is unlimited and you can transport yourself to the beacon from any distance, even across other planes. In addition, you can bring up to 8 willing allies you touch when you transport to the beacon. diff --git a/content/mechanics/spells/Spells/Level 5/Rewinding Step.md b/content/mechanics/spells/Spells/Level 5/Rewinding Step.md new file mode 100644 index 000000000..d6ad8caf5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Rewinding Step.md @@ -0,0 +1,40 @@ +--- +name: Rewinding Step +alias: Rewinding Step +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: transmutation +type: utility +traditions: [arcane, divine, occult] +time: 1 minute +pf2etime: "" +source: "Pathfinder Secrets of Magic" +duration: 10 minutes +traits: + - common + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the concentrate trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. + +If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends. +**Heightened (7th)** You can return if you're within 1,000 feet of your anchor space. +**Heightened (9th)** You can return if you're within 1 mile of your anchor space. diff --git a/content/mechanics/spells/Spells/Level 5/Rip the Spirit.md b/content/mechanics/spells/Spells/Level 5/Rip the Spirit.md new file mode 100644 index 000000000..15e0f913b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Rip the Spirit.md @@ -0,0 +1,45 @@ +--- +name: Rip the Spirit +alias: Rip the Spirit +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: necromancy +type: save +traditions: [divine, occult] +time: 1 to 3 +pf2etime: "" +range: 30 feet +target: 1 living creature +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: true +traits: + - common + - death + - negative + - necromancy +components: +--- +# `=this.name` +==death== | ==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes 5d6 negative damage, depending on its basic Fortitude save, and is [[Drained]] 1 if it fails its save. The spell's effect is based on how many actions you spend when Casting the Spell. + +1 (somatic) The spell targets one living creature in range. + +2 (somatic, verbal) The spell targets one living creature in range and the damage is 10d6 negative damage instead of 5d6. + +3 (material, somatic, verbal) The spell targets all living creatures in a 30-foot emanation. +**Heightened (+1)** The amount of damage increases by 1d6, or by 2d6 for the 2-action version. diff --git a/content/mechanics/spells/Spells/Level 5/Ritual Obstruction.md b/content/mechanics/spells/Spells/Level 5/Ritual Obstruction.md new file mode 100644 index 000000000..1a820bdeb --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Ritual Obstruction.md @@ -0,0 +1,40 @@ +--- +name: Ritual Obstruction +alias: Ritual Obstruction +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 5 +school: abjuration +type: utility +traditions: [arcane, divine, occult, primal] +time: 1 minute +pf2etime: "" +area: 60-foot burst +source: "Pathfinder #182: Graveclaw" +duration: 1 day +traits: + - uncommon + - curse + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==curse== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Duration** `=this.duration` +*** +You establish a zone of magical feedback that makes it impossible to succeed at rituals of this spell's level or lower in the area. Ritual obstruction ignores all cover, including walls and ceilings, to the extent of its area. Anyone attempting to cast a ritual within the area knows, when they begin to cast the ritual, the area is cursed to impede rituals. Any ritual cast in the area can't have a final result better than failure. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Scouring Pulse.md b/content/mechanics/spells/Spells/Level 5/Scouring Pulse.md new file mode 100644 index 000000000..ff6555173 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Scouring Pulse.md @@ -0,0 +1,47 @@ +--- +name: Scouring Pulse +alias: Scouring Pulse +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: evocation +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 10-foot burst +source: "Pathfinder Lost Omens: Knights of Lastwall" +access: Knights of Lastwall have access to this spell +save: reflex +basic: true +traits: + - uncommon + - light + - positive + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==light== | ==positive== | ==evocation== + +*Source* `=this.source` +**Access** `=this.access` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +**Area** 10-foot radius, 60-foot-tall cylinder + + +You inundate the area with concentrated positive energy, which scours away the stain of undeath. Each creature in the area takes 6d8 positive damage and must attempt a basic Reflex save. Creatures that fail the save also take 1d8 persistent positive damage. Creatures that take persistent positive damage from scouring pulse are wreathed in a heatless halo of light. They emit bright light in a 5-foot radius preventing them from being [[Concealed]]; if the creature is [[Invisible]], they're concealed while affected by scouring pulse, rather than being undetected. +**Heightened (8th)** The positive damage increases to 9d8 damage, and the persistent positive damage increases to 2d8 persistent positive damage. Creatures remain suffused in light for 1d4 additional rounds after removing the persistent positive damage. diff --git a/content/mechanics/spells/Spells/Level 5/Secret Chest.md b/content/mechanics/spells/Spells/Level 5/Secret Chest.md new file mode 100644 index 000000000..48340a68b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Secret Chest.md @@ -0,0 +1,42 @@ +--- +name: Secret Chest +alias: Secret Chest +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: conjuration +type: utility +traditions: [arcane, occult] +deities: The Offering Plate +time: 1 minute +pf2etime: "" +range: touch +target: 1 container and its contents, totaling 10 Bulk or less +source: "Pathfinder Advanced Player's Guide" +duration: until the next time you make your daily preparations +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties-the material from which it is made, any locks, or other features-are irrelevant to the casting of this spell, but the container can't contain any creatures. When you Cast this Spell, the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest. + +You can Dismiss the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Sending.md b/content/mechanics/spells/Spells/Level 5/Sending.md similarity index 64% rename from content/Mechanics/Spells/Spells/Level 5/Sending.md rename to content/mechanics/spells/Spells/Level 5/Sending.md index 3f537ec9e..c5f5fd3b0 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Sending.md +++ b/content/mechanics/spells/Spells/Level 5/Sending.md @@ -26,16 +26,13 @@ components: - material - somatic - verbal -description: > - 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. --- # `=this.name` ==mental== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Shadow Blast.md b/content/mechanics/spells/Spells/Level 5/Shadow Blast.md new file mode 100644 index 000000000..14365dceb --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Shadow Blast.md @@ -0,0 +1,36 @@ +--- +name: Shadow Blast +alias: Shadow Blast +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: evocation +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: varies +source: "Pathfinder Core Rulebook" +traits: + - common + - shadow + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==shadow== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +*** +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. +**Heightened (+1)** The damage increases by 1d8. diff --git a/content/Mechanics/Spells/Spells/Level 5/Shadow Siphon.md b/content/mechanics/spells/Spells/Level 5/Shadow Siphon.md similarity index 52% rename from content/Mechanics/Spells/Spells/Level 5/Shadow Siphon.md rename to content/mechanics/spells/Spells/Level 5/Shadow Siphon.md index 3d76dfbf2..adc00b00e 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Shadow Siphon.md +++ b/content/mechanics/spells/Spells/Level 5/Shadow Siphon.md @@ -26,18 +26,15 @@ traits: - illusion components: - verbal -description: > - 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. --- # `=this.name` ==shadow== | ==illusion== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Shadow Walk.md b/content/mechanics/spells/Spells/Level 5/Shadow Walk.md new file mode 100644 index 000000000..c5aedd59b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Shadow Walk.md @@ -0,0 +1,42 @@ +--- +name: Shadow Walk +alias: Shadow Walk +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: conjuration +type: utility +traditions: [arcane, occult] +deities: Count Ranalc, Luhar, Zon-Kuthon +time: 1 minute +pf2etime: "" +range: touch +target: you and up to 9 willing creatures touched +source: "Pathfinder Core Rulebook" +duration: 8 hours +traits: + - uncommon + - shadow + - teleportation + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==shadow== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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). \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Soulshelter Vessel.md b/content/mechanics/spells/Spells/Level 5/Soulshelter Vessel.md new file mode 100644 index 000000000..d0de554a9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Soulshelter Vessel.md @@ -0,0 +1,39 @@ +--- +name: Soulshelter Vessel +alias: Soulshelter Vessel +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/utility +level: 5 +school: necromancy +type: utility +traditions: [] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 willing creature and 1 non-magical stone object of 1 or 2 Bulk +source: "Pathfinder #183: Field of Maidens" +duration: 10 minutes +traits: + - uncommon + - good + - healing + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==good== | ==healing== | ==necromancy== + +*Source* `=this.source` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You connect the spirit of the target creature with the target object, giving their spirit a durable vessel that protects and empowers their body. You create a pool of healing within the object, which starts out with 40 HP worth of healing per Bulk of the object. (These HP can only be used by the creature, and don't increase the object's HP.) When you Cast the Spell, the targeted creature regains 10 HP, which come out of the object's pool. You can also spend a single action-which has the concentrate, good, healing, necromancy, and positive traits-to repeat this transfer. When the pool is empty, the object becomes broken. The spell ends if the object becomes broken or the targets are no longer within 500 feet of each other. + +If the target creature would be reduced to 0 Hit Points, the creature regains either 20 HP or the amount left in the object's pool, whichever is lower. The object immediately becomes broken, ending the spell. +**Heightened (+2)** Increase the maximum Bulk of the item by 1 (potentially increasing the size of the healing pool), the amount of HP exchanged each time the stone is used by 5, and the amount of HP exchanged when the creature would be reduced to 0 HP by 10 (or by the amount left in the pool, if it's lower). diff --git a/content/mechanics/spells/Spells/Level 5/Spiritual Guardian.md b/content/mechanics/spells/Spells/Level 5/Spiritual Guardian.md new file mode 100644 index 000000000..986ac380d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Spiritual Guardian.md @@ -0,0 +1,43 @@ +--- +name: Spiritual Guardian +alias: Spiritual Guardian +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/abjuration + - pf2e/spelltype/attack + - pf2e/tradition/divine +level: 5 +school: abjuration +type: attack +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - force + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (+2)** The guardian's damage increases by 1d8, and its Hit Points increase by 20. diff --git a/content/mechanics/spells/Spells/Level 5/Spiritual Torrent.md b/content/mechanics/spells/Spells/Level 5/Spiritual Torrent.md new file mode 100644 index 000000000..1f177039c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Spiritual Torrent.md @@ -0,0 +1,42 @@ +--- +name: Spiritual Torrent +alias: Spiritual Torrent +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: necromancy +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 60-foot line +source: "Pathfinder #186: Ghost King's Rage" +save: fortitude +basic: true +traits: + - uncommon + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You release your spiritual essence in a torrential blast of energy, dealing 10d6 damage. If you're a living creature, this spell deals positive damage and gains the positive trait. If you're an undead creature, this spell deals negative damage and gains the negative trait. The spell's effect is based on how many actions you spend when Casting the Spell. + +2 (somatic, verbal) The spell targets all creatures in a 60-foot line. + +3 (material, somatic, verbal) The spell targets all creatures in a 60-foot cone. +**Heightened (+1)** The spell's damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 5/Stagnate Time.md b/content/mechanics/spells/Spells/Level 5/Stagnate Time.md new file mode 100644 index 000000000..607c9ab88 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Stagnate Time.md @@ -0,0 +1,42 @@ +--- +name: Stagnate Time +alias: Stagnate Time +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: transmutation +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Dark Archive" +duration: 1 minute +save: will +basic: false +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You examine the time stream in a particular area, then proceed to stick a few metaphorical pins into it, thickening and slowing down the flow of time until it rumbles along like a river of molasses. Any creature that begins its turn in the area must attempt a Will save. +**Success** The creature is unaffected. +**Failure** The creature is [[Slowed]] 1 this turn. +**Critical Failure** The creature is [[Slowed]] 2 this turn. diff --git a/content/mechanics/spells/Spells/Level 5/Stormburst.md b/content/mechanics/spells/Spells/Level 5/Stormburst.md new file mode 100644 index 000000000..ae864e310 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Stormburst.md @@ -0,0 +1,46 @@ +--- +name: Stormburst +alias: Stormburst +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 5 +school: evocation +type: save +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +area: 15-foot burst +source: "Pathfinder #171: Hurricane's Howl" +save: reflex +basic: false +traits: + - uncommon + - electricity + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==electricity== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +Your voice projects like cracking thunder as you summon a localized storm, creating a fearsome surge of lightning and wind that deals 6d6 electricity damage. Each creature must attempt a Reflex saving throw. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is knocked [[Prone]]. +**Critical Failure** The creature takes double damage, is knocked prone, and is [[Stunned]] 1. + + +**Heightened (7th)** The damage increases to 8d6, and targets who critically fail are [[Stunned]] 2. +**Heightened (9th)** The damage increases to 10d6, and targets who critically fail are [[Stunned]] 3. diff --git a/content/mechanics/spells/Spells/Level 5/Strange Geometry.md b/content/mechanics/spells/Spells/Level 5/Strange Geometry.md new file mode 100644 index 000000000..29cd699fa --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Strange Geometry.md @@ -0,0 +1,42 @@ +--- +name: Strange Geometry +alias: Strange Geometry +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 5 +school: illusion +type: utility +traditions: [occult] +deities: Suyuddha, The Enlightened Scholar's Path +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 60 feet +source: "Pathfinder Advanced Player's Guide" +duration: 1 minute +save: will +basic: false +traits: + - common + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal. +**Success** The creature disbelieves the illusion. +**Failure** All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground. diff --git a/content/mechanics/spells/Spells/Level 5/Subconscious Suggestion.md b/content/mechanics/spells/Spells/Level 5/Subconscious Suggestion.md new file mode 100644 index 000000000..86467f10b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Subconscious Suggestion.md @@ -0,0 +1,53 @@ +--- +name: Subconscious Suggestion +alias: Subconscious Suggestion +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 5 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Mephistopheles, Nalinivati, Sifkesh +lesson: lesson of bargains +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: varies +save: will +basic: false +traits: + - common + - incapacitation + - linguistic + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==linguistic== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Lesson** `=this.lesson` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You implant a subconscious suggestion deep within the target's mind for them to follow when a trigger you specify occurs. 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. +**Critical Success** The target is unaffected and knows you tried to control it. +**Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. +**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. +**Critical Failure** As failure, but the duration is 1 hour. + + +**Heightened (9th)** You can target up to 10 creatures. diff --git a/content/Mechanics/Spells/Spells/Level 5/Summon Axiom.md b/content/mechanics/spells/Spells/Level 5/Summon Anarch.md similarity index 58% rename from content/Mechanics/Spells/Spells/Level 5/Summon Axiom.md rename to content/mechanics/spells/Spells/Level 5/Summon Anarch.md index 955413853..1e5f7dfee 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Summon Axiom.md +++ b/content/mechanics/spells/Spells/Level 5/Summon Anarch.md @@ -1,6 +1,6 @@ --- -name: Summon Axiom -alias: Summon Axiom +name: Summon Anarch +alias: Summon Anarch tags: - pf2e/spell - pf2e/spell/level_5 @@ -23,23 +23,19 @@ components: - material - somatic - verbal -description: > - You conjure a lawful celestial, monitor, or fiend to fight on your behalf. You summon a common lawful creature that has the celestial, monitor, or 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 creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. - - **Heightened (6th)** Level 7. - **Heightened (7th)** Level 9. - **Heightened (8th)** Level 11. - **Heightened (9th)** Level 13. - **Heightened (10th)** Level 15. --- # `=this.name` ==conjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You conjure a chaotic celestial, monitor, or fiend to fight on your behalf. You summon a common chaotic creature that has the celestial, monitor, or 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 creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. +**Heightened (6th)** Level 7. +**Heightened (7th)** Level 9. +**Heightened (8th)** Level 11. +**Heightened (9th)** Level 13. +**Heightened (10th)** Level 15. diff --git a/content/mechanics/spells/Spells/Level 5/Summon Axiom.md b/content/mechanics/spells/Spells/Level 5/Summon Axiom.md new file mode 100644 index 000000000..a12a9b048 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Summon Axiom.md @@ -0,0 +1,41 @@ +--- +name: Summon Axiom +alias: Summon Axiom +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 5 +school: conjuration +type: utility +traditions: [divine] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You conjure a lawful celestial, monitor, or fiend to fight on your behalf. You summon a common lawful creature that has the celestial, monitor, or 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 creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. +**Heightened (6th)** Level 7. +**Heightened (7th)** Level 9. +**Heightened (8th)** Level 11. +**Heightened (9th)** Level 13. +**Heightened (10th)** Level 15. diff --git a/content/mechanics/spells/Spells/Level 5/Summon Celestial.md b/content/mechanics/spells/Spells/Level 5/Summon Celestial.md new file mode 100644 index 000000000..869af0200 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Summon Celestial.md @@ -0,0 +1,41 @@ +--- +name: Summon Celestial +alias: Summon Celestial +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 5 +school: conjuration +type: utility +traditions: [divine] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (6th)** Level 7 +**Heightened (7th)** Level 9 +**Heightened (8th)** Level 11 +**Heightened (9th)** Level 13 +**Heightened (10th)** Level 15 diff --git a/content/mechanics/spells/Spells/Level 5/Summon Dragon.md b/content/mechanics/spells/Spells/Level 5/Summon Dragon.md new file mode 100644 index 000000000..d472a16ca --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Summon Dragon.md @@ -0,0 +1,43 @@ +--- +name: Summon Dragon +alias: Summon Dragon +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane +level: 5 +school: conjuration +type: utility +traditions: [arcane] +deities: Shizuru +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (6th)** Level 7 +**Heightened (7th)** Level 9 +**Heightened (8th)** Level 11 +**Heightened (9th)** Level 13 +**Heightened (10th)** Level 15 diff --git a/content/mechanics/spells/Spells/Level 5/Summon Entity.md b/content/mechanics/spells/Spells/Level 5/Summon Entity.md new file mode 100644 index 000000000..924d5cee9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Summon Entity.md @@ -0,0 +1,43 @@ +--- +name: Summon Entity +alias: Summon Entity +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 5 +school: conjuration +type: utility +traditions: [occult] +deities: Nyarlathotep (Haunter in the Dark), Nyarlathotep (The Crawling Chaos) +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (6th)** Level 7 +**Heightened (7th)** Level 9 +**Heightened (8th)** Level 11 +**Heightened (9th)** Level 13 +**Heightened (10th)** Level 15 diff --git a/content/mechanics/spells/Spells/Level 5/Summon Fiend.md b/content/mechanics/spells/Spells/Level 5/Summon Fiend.md new file mode 100644 index 000000000..4c9d72d1c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Summon Fiend.md @@ -0,0 +1,41 @@ +--- +name: Summon Fiend +alias: Summon Fiend +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 5 +school: conjuration +type: utility +traditions: [divine] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (6th)** Level 7 +**Heightened (7th)** Level 9 +**Heightened (8th)** Level 11 +**Heightened (9th)** Level 13 +**Heightened (10th)** Level 15 diff --git a/content/mechanics/spells/Spells/Level 5/Summon Giant.md b/content/mechanics/spells/Spells/Level 5/Summon Giant.md new file mode 100644 index 000000000..db0222b56 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Summon Giant.md @@ -0,0 +1,43 @@ +--- +name: Summon Giant +alias: Summon Giant +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 5 +school: conjuration +type: utility +traditions: [primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (6th)** Level 7 +**Heightened (7th)** Level 9 +**Heightened (8th)** Level 11 +**Heightened (9th)** Level 13 +**Heightened (10th)** Level 15 diff --git a/content/mechanics/spells/Spells/Level 5/Summon Healing Servitor.md b/content/mechanics/spells/Spells/Level 5/Summon Healing Servitor.md new file mode 100644 index 000000000..b534de1c5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Summon Healing Servitor.md @@ -0,0 +1,49 @@ +--- +name: Summon Healing Servitor +alias: Summon Healing Servitor +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 5 +school: necromancy +type: save +traditions: [divine, primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 100 feet +source: "Pathfinder Lost Omens: Impossible Lands" +duration: until the end of your next turn +save: fortitude +basic: true +traits: + - uncommon + - healing + - incarnate + - positive + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==healing== | ==incarnate== | ==positive== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You call forth a servitor forged from raw positive energy to heal and bolster your allies. The servitor occupies the space of a Huge creature and has a speed of 60 feet. + +**Arrive** ([[healing]], [[necromancy]], [[positive]]) **Servitor's Protection** The servitor appears in a flash of light, moving from ally to ally and granting them a temporary reprieve. All allies within 20 feet of the Servitor gain 20 temporary Hit Points until the servitor departs. + +**Depart** ([[healing]], [[necromancy]], [[positive]]) *Servitor's Blessing* The servitor disappears in a 30‑foot emanation of positive energy. All willing living creatures within heal 3d8 Hit Points. All undead within take that much damage, with a basic Fortitude save. + + +**Heightened (+2)** The Arrive effect's temporary Hit Points increase by 8, and the Depart effect's healing and damage to undead increase by 1d8. diff --git a/content/mechanics/spells/Spells/Level 5/Synaptic Pulse.md b/content/mechanics/spells/Spells/Level 5/Synaptic Pulse.md new file mode 100644 index 000000000..6c8f68075 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Synaptic Pulse.md @@ -0,0 +1,45 @@ +--- +name: Synaptic Pulse +alias: Synaptic Pulse +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 5 +school: enchantment +type: save +traditions: [occult] +deities: Azathoth, Doloras, Vildeis +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot emanation +source: "Pathfinder Core Rulebook" +duration: 1 round +save: will +basic: false +traits: + - common + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save. +**Critical Success** The creature is unaffected. +**Success** The creature is [[Stunned]] 1. +**Failure** The creature is [[Stunned]] 2. +**Critical Failure** The creature is Stunned for 1 round. diff --git a/content/mechanics/spells/Spells/Level 5/Synesthesia.md b/content/mechanics/spells/Spells/Level 5/Synesthesia.md new file mode 100644 index 000000000..e243c83e6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Synesthesia.md @@ -0,0 +1,47 @@ +--- +name: Synesthesia +alias: Synesthesia +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 5 +school: divination +type: save +traditions: [occult] +deities: Narriseminek +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: will +basic: false +traits: + - common + - mental + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**Critical Success** The target is unaffected. +**Success** The target is affected for 1 round. +**Failure** The target is affected for 1 minute. +**Critical Failure** As failure, and the target is [[Stunned]] 2 as it attempts to process the sensory shifts. + + +**Heightened (9th)** You can target up to five creatures. diff --git a/content/Mechanics/Spells/Spells/Level 5/Telekinetic Haul.md b/content/mechanics/spells/Spells/Level 5/Telekinetic Haul.md similarity index 60% rename from content/Mechanics/Spells/Spells/Level 5/Telekinetic Haul.md rename to content/mechanics/spells/Spells/Level 5/Telekinetic Haul.md index 3114d26f3..2e64405b1 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Telekinetic Haul.md +++ b/content/mechanics/spells/Spells/Level 5/Telekinetic Haul.md @@ -24,17 +24,14 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==evocation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 5/Telepathic Bond.md b/content/mechanics/spells/Spells/Level 5/Telepathic Bond.md similarity index 63% rename from content/Mechanics/Spells/Spells/Level 5/Telepathic Bond.md rename to content/mechanics/spells/Spells/Level 5/Telepathic Bond.md index c3e71d6a5..8311561b1 100644 --- a/content/Mechanics/Spells/Spells/Level 5/Telepathic Bond.md +++ b/content/mechanics/spells/Spells/Level 5/Telepathic Bond.md @@ -26,17 +26,14 @@ components: - material - somatic - verbal -description: > - The targets can communicate telepathically with any or all of the other targets from any point on the same planet. --- # `=this.name` ==uncommon== | ==mental== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +The targets can communicate telepathically with any or all of the other targets from any point on the same planet. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Temporary Glyph.md b/content/mechanics/spells/Spells/Level 5/Temporary Glyph.md new file mode 100644 index 000000000..4ae36806e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Temporary Glyph.md @@ -0,0 +1,48 @@ +--- +name: Temporary Glyph +alias: Temporary Glyph +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 5 +school: abjuration +type: utility +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +Area 5-foot square + + +You temporarily bind 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 2 actions or fewer to Cast, have a hostile effect, and target one creature or have an area. Any creature that enters temporary glyph's area activates the glyph, releasing the harmful spell within. You can set a password for the glyph. Speaking it when entering the spell's area prevents the glyph from triggering. You can also set a more specific trigger to limit which types of creatures set off the glyph. + +Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell can target 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. Temporary glyph's duration ends when the glyph is triggered. The glyph is 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 temporary glyph. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 5/Tongues.md b/content/mechanics/spells/Spells/Level 5/Tongues.md new file mode 100644 index 000000000..72426f1b1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Tongues.md @@ -0,0 +1,39 @@ +--- +name: Tongues +alias: Tongues +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 5 +school: divination +type: utility +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - uncommon + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (7th)** The duration is 8 hours. diff --git a/content/mechanics/spells/Spells/Level 5/Transmute Rock and Mud.md b/content/mechanics/spells/Spells/Level 5/Transmute Rock and Mud.md new file mode 100644 index 000000000..3fe8be6a4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Transmute Rock and Mud.md @@ -0,0 +1,48 @@ +--- +name: Transmute Rock And Mud +alias: Transmute Rock And Mud +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: transmutation +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 60 feet +source: "Pathfinder Advanced Player's Guide" +traits: + - common + - earth + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==earth== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +*** +You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you Cast the Spell. + + +- Rock to Mud You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud. If you Cast this Spell on a stone floor, it becomes difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or the creature can try to Swim through it (DC 10 swim). If the mud is deep enough that a creature can't reach the bottom, the creature must Swim to move through it. If you Cast this Spell on a ceiling, the falling mud deals 8d6 bludgeoning damage (basic Reflex save) and spreads out, creating difficult terrain in an area 10 feet larger in radius than the original spell's area. Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse. + +- Mud to Rock Mud in the area turns into unworked stone. If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw. +**Critical Success** The creature escapes the mud and is atop the stone, unaffected. +**Success** The creature climbs out of the mud as it turns to rock and is [[Prone]] atop the stone. +**Failure** The creature is partially stuck in the mud and is [[Grabbed]] for 1 round or until it Escapes, whichever comes first. +**Critical Failure** The creature is entirely stuck. It is [[Restrained]] for 1 round or until it Escapes, whichever comes first. +**Heightened (+2)** Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes. diff --git a/content/mechanics/spells/Spells/Level 5/Tree Stride.md b/content/mechanics/spells/Spells/Level 5/Tree Stride.md new file mode 100644 index 000000000..e86dd903a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Tree Stride.md @@ -0,0 +1,39 @@ +--- +name: Tree Stride +alias: Tree Stride +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 5 +school: conjuration +type: utility +traditions: [primal] +deities: Elven Pantheon, Erastil, Gendowyn, Yuelral +time: 1 minute +pf2etime: "" +source: "Pathfinder Core Rulebook" +traits: + - uncommon + - plant + - teleportation + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==plant== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +*** +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. +**Heightened (6th)** The tree you exit can be up to 50 miles away. +**Heightened (8th)** The tree you exit can be up to 500 miles away. +**Heightened (9th)** The tree you exit can be anywhere on the same planet. diff --git a/content/mechanics/spells/Spells/Level 5/Wall of Flesh.md b/content/mechanics/spells/Spells/Level 5/Wall of Flesh.md new file mode 100644 index 000000000..e66c9a097 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Wall of Flesh.md @@ -0,0 +1,47 @@ +--- +name: Wall of Flesh +alias: Wall of Flesh +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/attack + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 5 +school: necromancy +type: attack +traditions: [divine, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 20 feet +source: "Pathfinder Advanced Player's Guide" +duration: 10 minutes +traits: + - common + - necromancy +components: + - material + - somatic +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height. 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 can't be Repaired but can be healed by positive energy and healing spells and abilities. When you Cast the Spell, choose one of the following features for your wall. + + + +- Mouths The wall has countless toothy mouths along its surface. The mouths Strike any creature that ends its turn within 5 feet of the wall, using your spell attack roll for these Strikes and dealing piercing damage equal to 1d6 + your spellcasting ability modifier. The mouths are capable of consuming potions; since the wall is alive, it can recover Hit Points from a Healing Potion, but it can't benefit from any effect that would give it the ability to move. Otherwise, the GM determines which potions can affect the wall. + +- Eyes The wall sprouts hundreds of unblinking eyes. You can see through these eyes, gaining a +2 circumstance bonus to visual Perception checks within the wall's line of sight. You can also use the eyes for determining line of sight for ranged attacks and spells, but you don't have line of effect through the wall. +- Arms The wall is a mass of grasping arms. Any creature that ends its turn within 5 feet of the wall must attempt a Reflex save. +**Success** The creature is unaffected. +**Failure** The creature is [[Grabbed]] by the wall for 1 round or until it Escapes against your spell DC, whichever comes first. +**Critical Failure** The creature is [[Restrained]] by the wall for 1 round or until it Escapes against your spell DC, whichever comes first. diff --git a/content/mechanics/spells/Spells/Level 5/Wall of Ice.md b/content/mechanics/spells/Spells/Level 5/Wall of Ice.md new file mode 100644 index 000000000..635867704 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Wall of Ice.md @@ -0,0 +1,46 @@ +--- +name: Wall of Ice +alias: Wall of Ice +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: evocation +type: utility +traditions: [arcane, primal] +lesson: lesson of the frozen queen +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - cold + - water + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==cold== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Lesson** `=this.lesson` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You sculpt an ice barrier 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. +**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. diff --git a/content/mechanics/spells/Spells/Level 5/Wall of Stone.md b/content/mechanics/spells/Spells/Level 5/Wall of Stone.md new file mode 100644 index 000000000..fd947d8a7 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Wall of Stone.md @@ -0,0 +1,43 @@ +--- +name: Wall of Stone +alias: Wall of Stone +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: conjuration +type: utility +traditions: [arcane, primal] +deities: Anubis, Arqueros, Ashukharma, Mazludeh +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +traits: + - common + - earth + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==earth== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +*** +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 10-foot-by-10-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. +**Heightened (+2)** The Hit Points of each section of the wall increase by 15. diff --git a/content/mechanics/spells/Spells/Level 5/Wyvern Sting.md b/content/mechanics/spells/Spells/Level 5/Wyvern Sting.md new file mode 100644 index 000000000..0928549d5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 5/Wyvern Sting.md @@ -0,0 +1,52 @@ +--- +name: Wyvern Sting +alias: Wyvern Sting +tags: + - pf2e/spell + - pf2e/spell/level_5 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 5 +school: necromancy +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder #160: Assault on Hunting Lodge Seven" +save: fortitude +basic: false +traits: + - uncommon + - poison + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==poison== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You duplicate the venomous sting of a wyvern. You deal 3d4 piercing damage to the touched creature and afflict it with wyvern venom. If the target takes piercing damage, they must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target takes 5d6 poison damage. +**Failure** The target is afflicted with Wyvern Venom at stage 1. +**Critical Failure** The target is afflicted with wyvern venom at stage 2. + + + +**Wyvern Venom (poison) Level 9** + +Maximum Duration 6 rounds +Stage 1 5d6 poison damage (1 round) +Stage 2 6d6 poison damage (1 round) +Stage 3 8d6 poison damage (1 round) diff --git a/content/mechanics/spells/Spells/Level 6/Aura of the Unremarkable.md b/content/mechanics/spells/Spells/Level 6/Aura of the Unremarkable.md new file mode 100644 index 000000000..a8ffa79ef --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Aura of the Unremarkable.md @@ -0,0 +1,46 @@ +--- +name: Aura of the Unremarkable +alias: Aura of the Unremarkable +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: illusion +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot emanation +source: "Pathfinder #166: Despair on Danger Island" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - uncommon + - mental + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You and allies in the area appear to be completely innocuous to other creatures within the spell's area, regardless of the actions you're committing. For example, if you and your allies are loudly interrogating a local for information or aiming a crossbow at a noble from a balcony, creatures who can see you might not think this is unusual. Non-allied creatures in the emanation must attempt a Will save. +**Critical Success** The creature sees your actions as they really are and announces them as such. All other creatures in the area gain a +1 circumstance bonus to their Will saves to recognize your actions as they really are. +**Success** The creature sees your actions as they really are. +**Failure** The creature believes your actions are normal and unworthy of concern. +**Critical Failure** The creature believes you are performing other actions entirely, such as helping a local or waving to a noble, as determined by the GM. The creature doesn't have a chance of remembering events normally. + + +Any hostile actions by you or your allies against a creature or its allies break the effect of the spell for that creature. So, for example, if an interrogated local's friends or threatened noble's guards saw your actions, they would be unaffected by this spell. When the spell ends (or when affected allies move outside the range of the emanation), observers see things normally but the altered perceptions from earlier events remain in mind. Each mention of the events as noteworthy, such as being questioned about them by an authority figure, grants the target another Will save to break the effect and remember things normally (unless the creature critically failed their save). \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Awaken Entropy.md b/content/mechanics/spells/Spells/Level 6/Awaken Entropy.md new file mode 100644 index 000000000..4c8fcd6f8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Awaken Entropy.md @@ -0,0 +1,42 @@ +--- +name: Awaken Entropy +alias: Awaken Entropy +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 6 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 10-foot burst +source: "Pathfinder Dark Archive" +duration: sustained up to 1 minute +save: fortitude +basic: true +traits: + - common + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +All things age, all things die, and at the end of days even the universe will grow quiet and still. You awaken the cosmic principle of entropy, accelerating time in an area-flesh falters, plants shrivel, and even stone begins to crumble. Any creature that enters or begins its turn in the area must succeed at a basic Fortitude save or take 8d6 negative damage, or 8d6 force damage if the creature normally doesn't take negative damage, such as if the creature is a construct or undead. Even beings such as fiends with unlimited lifespans can be worn away by entropy. The first time you Sustain the Spell on each subsequent turn, the entropic zone grows stronger in addition to having its duration increased. The radius of the burst increases by 10 feet (to a maximum of 40 feet), and the size of the damage dice increases by one step (from d6 to d8, then to d10, and finally to d12). +**Heightened (+1)** The damage increases by 1d6{1d6}. diff --git a/content/mechanics/spells/Spells/Level 6/Baleful Polymorph.md b/content/mechanics/spells/Spells/Level 6/Baleful Polymorph.md new file mode 100644 index 000000000..94f012563 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Baleful Polymorph.md @@ -0,0 +1,49 @@ +--- +name: Baleful Polymorph +alias: Baleful Polymorph +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 6 +school: transmutation +type: save +traditions: [arcane, primal] +deities: Mother Vulture, The Lantern King +bloodline: hag +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: varies +save: fortitude +basic: false +traits: + - common + - incapacitation + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save. +**Critical Success** The target is unaffected. +**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. +**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. +**Critical Failure** The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration. diff --git a/content/mechanics/spells/Spells/Level 6/Blade Barrier.md b/content/mechanics/spells/Spells/Level 6/Blade Barrier.md new file mode 100644 index 000000000..0990b14ea --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Blade Barrier.md @@ -0,0 +1,42 @@ +--- +name: Blade Barrier +alias: Blade Barrier +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 6 +school: evocation +type: utility +traditions: [divine] +bloodline: angelic +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: reflex +basic: true +traits: + - common + - force + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Heightened (+1)** The damage increases by 1d8. diff --git a/content/mechanics/spells/Spells/Level 6/Blanket of Stars.md b/content/mechanics/spells/Spells/Level 6/Blanket of Stars.md new file mode 100644 index 000000000..8a2e25aeb --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Blanket of Stars.md @@ -0,0 +1,45 @@ +--- +name: Blanket Of Stars +alias: Blanket Of Stars +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 6 +school: illusion +type: save +traditions: [occult, primal] +deities: Cosmic Caravan +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Advanced Player's Guide" +duration: 10 minutes +save: will +basic: false +traits: + - common + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to Stealth checks to Hide and Sneak. + +While outside under a starry night sky, you're also [[Invisible]] as long as you remain still. When moving under a starry night sky, you are [[Concealed]] instead. + +Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, visual effect. +**Success** The creature is unaffected. +**Failure** The creature is [[Dazzled]] until the end of its next turn. +**Critical Failure** The creature is [[Confused]] and Dazzled until the end of its next turn. diff --git a/content/mechanics/spells/Spells/Level 6/Blinding Fury.md b/content/mechanics/spells/Spells/Level 6/Blinding Fury.md new file mode 100644 index 000000000..170d1e174 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Blinding Fury.md @@ -0,0 +1,48 @@ +--- +name: Blinding Fury +alias: Blinding Fury +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 6 +school: enchantment +type: save +traditions: [divine, occult, primal] +time: reaction +pf2etime: "*⬲{ .Pathfinder }*" +trigger: A creature damages you +range: 60 feet +target: The triggering creature +source: "Pathfinder Advanced Player's Guide" +duration: varies +save: will +basic: false +traits: + - common + - curse + - emotion + - incapacitation + - mental + - enchantment +components: + - verbal +--- +# `=this.name` +==curse== | ==emotion== | ==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You curse the target with your outrage at being attacked. The effect is determined by the target's Will save. +**Critical Success** The target is unaffected. +**Success** The target can't [[Observe]] you until the end of its turn, and if you're currently Observed by it, you become [[Hidden]] to it. +**Failure** As success, and for 1 minute, every time the target damages you, it can't Observe you until the end of its turn. +**Critical Failure** As success, and for an unlimited duration, the first time each round the target damages a creature, it can't Observe that creature until the end of its turn. If it damages several creatures at once, the creature it can't perceive is chosen randomly among those creatures. diff --git a/content/mechanics/spells/Spells/Level 6/Bound in Death.md b/content/mechanics/spells/Spells/Level 6/Bound in Death.md new file mode 100644 index 000000000..5b8dace6a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Bound in Death.md @@ -0,0 +1,50 @@ +--- +name: Bound in Death +alias: Bound in Death +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 6 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 enemy +source: "Pathfinder #186: Ghost King's Rage" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - uncommon + - curse + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==curse== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You tether another creature's spirit to your own, shunting part of the damage dealt to you onto one of your foes. You create a life link between yourself and the target. Each time an effect damages you, the target attempts a Will save, which can cause it to take part of the damage, as detailed below. The spell ends if the target is ever more than 120 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. + +Each time you sustain this spell, you can choose to deal 6d8 damage to yourself, which can be reduced with bound in death as normal. +**Critical Success** The damage you take is unaffected, and the spell ends. +**Success** The damage you take is unaffected, and the target can't take damage from bound in death for 1 round. +**Failure** The target takes half the damage of the effect instead of you, then can't take damage from bound in death for 1 round. Apply any immunity, resistances, or weaknesses you have to the damage before halving it, and the target still applies any immunity, resistances, weaknesses, and the like it has. +**Critical Failure** The target takes half the damage of the effect. + + +**Heightened (+2)** The damage you can choose to deal to yourself each time you sustain the spell increases by 3d8. diff --git a/content/mechanics/spells/Spells/Level 6/Cast into Time.md b/content/mechanics/spells/Spells/Level 6/Cast into Time.md new file mode 100644 index 000000000..dbcbd09e1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Cast into Time.md @@ -0,0 +1,44 @@ +--- +name: Cast into Time +alias: Cast into Time +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: divination +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 15-foot cone +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: false +traits: + - common + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey can feel like it lasts for minutes or even days, the targets reappear instantly. Witnessing this chaotic flow of time and being bashed against objects from different times deals the targets 5d8 mental damage and 5d6 bludgeoning damage, with a Fortitude save. A creature that falls into time disappears until the end of your turn. It then reappears in the same space it left; if that space is occupied, it appears in the nearest empty space, chosen by the GM. +**Critical Success** The creature is unaffected. +**Success** The creature falls into time. When it returns, it takes half damage. +**Failure** The creature falls into time. When it returns, it takes full damage and is [[Sickened]] 1. +**Critical Failure** The creature falls into time. When it returns, it takes double damage and is [[Sickened]] 2. + + +**Heightened (+1)** The bludgeoning damage increase by 2d6. diff --git a/content/Mechanics/Spells/Spells/Level 6/Catch Your Name.md b/content/mechanics/spells/Spells/Level 6/Catch Your Name.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 6/Catch Your Name.md rename to content/mechanics/spells/Spells/Level 6/Catch Your Name.md index 7cbe60f86..4a0b84cef 100644 --- a/content/Mechanics/Spells/Spells/Level 6/Catch Your Name.md +++ b/content/mechanics/spells/Spells/Level 6/Catch Your Name.md @@ -26,16 +26,13 @@ traits: - divination components: - somatic -description: > - You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell. This can become a nuisance if you are so famous that your name is regularly on others' lips. --- # `=this.name` ==rare== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger`; **Requirements** `=this.requirements` -**Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger`; **Requirements** `=this.requirements` +**Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell. This can become a nuisance if you are so famous that your name is regularly on others' lips. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Chain Lightning.md b/content/mechanics/spells/Spells/Level 6/Chain Lightning.md new file mode 100644 index 000000000..45c97c8a5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Chain Lightning.md @@ -0,0 +1,42 @@ +--- +name: Chain Lightning +alias: Chain Lightning +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 6 +school: evocation +type: save +traditions: [arcane, primal] +deities: Dagon, Hei Feng, Ranginori +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +target: 1 creature, plus any number of additional creatures +source: "Pathfinder Core Rulebook" +save: reflex +basic: true +traits: + - common + - electricity + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==electricity== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +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. +**Heightened (+1)** The damage increases by 1d12. diff --git a/content/mechanics/spells/Spells/Level 6/Chromatic Image.md b/content/mechanics/spells/Spells/Level 6/Chromatic Image.md new file mode 100644 index 000000000..cfcb8d82b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Chromatic Image.md @@ -0,0 +1,43 @@ +--- +name: Chromatic Image +alias: Chromatic Image +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: illusion +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effects of [[Mirror Image]], except that whenever a foe destroys one of the images, roll 1d4{1d4} to see which color the image was when it was destroyed. The attacker takes the corresponding effect. + + +Red 5 fire damage and 5 mental damage. + +Orange 5 acid damage and 5 mental damage. + +Yellow 5 electricity damage and 5 mental damage. +Green 5 poison damage and 5 mental damage, plus it's [[Frightened]] 1. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Collective Transposition.md b/content/mechanics/spells/Spells/Level 6/Collective Transposition.md new file mode 100644 index 000000000..021fc8efa --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Collective Transposition.md @@ -0,0 +1,49 @@ +--- +name: Collective Transposition +alias: Collective Transposition +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: conjuration +type: save +traditions: [arcane, occult] +deities: Andoletta, Bolka +bloodline: shadow +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +target: up to 2 creatures +area: 30-foot emanation +source: "Pathfinder Core Rulebook" +save: will +basic: false +traits: + - common + - teleportation + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The target can teleport if it wants, but it chooses the destination within range. +**Success** The target is unaffected. +**Failure** You teleport the target and choose its destination. + + +**Heightened (+1)** The number of targets increases by 1. diff --git a/content/mechanics/spells/Spells/Level 6/Daemon Form.md b/content/mechanics/spells/Spells/Level 6/Daemon Form.md new file mode 100644 index 000000000..f8342c361 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Daemon Form.md @@ -0,0 +1,71 @@ +--- +name: Daemon Form +alias: Daemon Form +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine +level: 6 +school: transmutation +type: utility +traditions: [arcane, divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - evil + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==evil== | ==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the daemon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. +15 temporary Hit Points and weakness 5 to good. +A +2 status bonus to all saving throws against death effects. +Resistance 10 to poison. +Darkvision. +One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +21, 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. +Athletics modifier of +23, unless your own modifier is higher. + + +You also gain specific abilities based on the type of Daemon you choose: +**Ceustodaemon** +Speed 25 feet; +Melee 1 jaws ([[reach]] 10 feet), Damage 2d10+10 piercing plus 1d6 evil; +Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 2d6 slashing plus 1d6 evil; +Any successful jaws or claw Strike deals an additional 1d6 damage, and you take the same amount of damage. + +**Leukodaemon** +Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases; +Melee 1 jaws ([[reach]] 10 feet), Damage 2d10+10 piercing plus 1d6 evil; +Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 2d6 slashing plus 1d6 evil; +Ranged 1 composite longbow ([[deadly]] d10, range increment 100 feet, [[volley]]), Damage 2d8 piercing plus 1d6 evil. + +**Meladaemon** +Speed 25 feet, fly 40 feet; +Melee1 jaws ([[reach]] 10 feet), Damage 2d10+10 piercing plus 1d6 evil; +Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 1d8 slashing plus 1d6 evil and 1d6 negative, and you can spend an action after a hit to Grab the target. + +**Piscodaemon** +Speed 25 feet, swim 40 feet; +Melee 1 claw, Damage 2d10+10 piercing plus 1d6 evil and 1d6 persistent bleed, and you can spend an action after a hit to Grab the target; +Melee 1 tentacle ([[agile]]), Damage 2d6 bludgeoning plus 1d6 evil and 1d6 poison. + diff --git a/content/mechanics/spells/Spells/Level 6/Demon Form.md b/content/mechanics/spells/Spells/Level 6/Demon Form.md new file mode 100644 index 000000000..2345e1a8f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Demon Form.md @@ -0,0 +1,72 @@ +--- +name: Demon Form +alias: Demon Form +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine +level: 6 +school: transmutation +type: utility +traditions: [arcane, divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - chaotic + - evil + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==chaotic== | ==evil== | ==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the demon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +AC = 20 + your level. Ignore your armor check's penalty and Speed reduction. +30 temporary Hit Points, weakness 5 to cold iron, and weakness 5 to good. +Darkvision. +One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +22, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. +Athletics modifier of +23, unless your own modifier is higher. + + +You also gain specific abilities based on the type of demon you choose: +**Babau** +Speed 25 feet; +Melee 1 longspear ([[reach]] 10 feet), Damage 2d8+10 piercing plus 1d6 evil; +Melee 1 jaws, Damage 2d10 piercing plus 1d6 evil; +Melee 1 claw ([[agile]]), Damage 2d4 slashing plus 1d6 evil; +all Strikes deal 2d6 additional precision damage to [[Flat-Footed]] creatures. + +**Hezrou** +Speed 30 feet, swim 30 feet; +Melee 1 jaws ([[reach]] 10 feet), Damage 2d12+10 piercing plus 1d6 evil, and you can spend an action after a hit to Grab the target; +Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 2d8 slashing plus 1d6 evil. + +**Nabasu** +Speed 25 feet, fly 40 feet; + +Melee 1 jaws, Damage 2d10+10 piercing plus 1d6 evil; +Melee 1 claw ([[agile]]), Damage 2d6 slashing plus 1d6 evil. + +**Vrock** +Speed 25 feet, fly 35 feet; resistance 10 to electricity; +Melee 1 beak, Damage 2d8+10 piercing plus 1d6 evil; +Melee 1 claw ([[agile]]), Damage 2d6 slashing plus 1d6 evil; +Melee 1 talon ([[agile]]), Damage 2d6 slashing plus 1d6 evil. + diff --git a/content/mechanics/spells/Spells/Level 6/Devil Form.md b/content/mechanics/spells/Spells/Level 6/Devil Form.md new file mode 100644 index 000000000..97445c95d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Devil Form.md @@ -0,0 +1,72 @@ +--- +name: Devil Form +alias: Devil Form +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine +level: 6 +school: transmutation +type: utility +traditions: [arcane, divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - evil + - lawful + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==evil== | ==lawful== | ==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the devil and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. +5 temporary Hit Points, resistance 5 to physical damage (except silver), and weakness 5 to good. +Resistance 10 to fire. +Darkvision. +One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +20, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. +Athletics modifier of +23, unless your own modifier is higher. + + +You also gain specific abilities based on the type of devil you choose: +**Barbazu** +Speed 35 feet; +Melee 1 glaive ([[deadly]] d8, [[forceful]], [[reach]] 10 feet), Damage 2d8+10 slashing plus 1d6 evil and 1d6 persistent bleed; +Melee 1 beard, Damage 3d8 piercing plus 1d6 evil; +Melee 1 claw ([[agile]]), Damage 3d6 slashing plus 1d6 evil. + +**Erinys** +Speed 25 feet, fly 40 feet; +Melee 1 longsword ([[versatile]] P), Damage 1d8+10 slashing plus 1d6 evil and 1d6 fire; +Ranged 1 composite longbow (deadl[[y d10, range increment 100 feet, [[volley]]), Damage 1d8 piercing plus 1d6 evil and 1d6 fire. + +**Osyluth** +Speed 35 feet, fly 30 feet; +Melee 1 jaws, Damage 2d10+10 piercing plus 1d6 evil; +Melee 1 claw ([[agile]], [[reach]] 10 feet), Damage 2d6 slashing plus 1d6 evil; +Melee 1 stinger ([[reach]] 15 feet), Damage 1d10 piercing plus 1d6 evil and 1d6 poison; +Ranged 1 bone shard (range increment 30 feet), Damage 2d6 piercing plus 1d6 evil. + +**Sarglagon** +Speed 25 feet, fly 25 feet, swim 30 feet; +Melee 1 fangs, Damage 2d10+10 piercing plus 1d6 evil; +Melee 1 tentacle arm ([[agile]]), Damage 1d8 bludgeoning plus 1d6 evil and 1d6 poison. + diff --git a/content/mechanics/spells/Spells/Level 6/Disintegrate.md b/content/mechanics/spells/Spells/Level 6/Disintegrate.md new file mode 100644 index 000000000..620714fe1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Disintegrate.md @@ -0,0 +1,43 @@ +--- +name: Disintegrate +alias: Disintegrate +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane +level: 6 +school: evocation +type: attack +traditions: [arcane] +deities: Kerkamoth, Rovagug, Set, Sorrow's Sword +bloodline: demonic, imperial, phoenix +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature or unattended object +source: "Pathfinder Core Rulebook" +save: fortitude +basic: true +traits: + - common + - attack + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +You fire a green ray at your target. Make a spell attack. On a hit, 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. +**Heightened (+1)** The damage increases by 2d10. diff --git a/content/mechanics/spells/Spells/Level 6/Dominate.md b/content/mechanics/spells/Spells/Level 6/Dominate.md new file mode 100644 index 000000000..e0096ed67 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Dominate.md @@ -0,0 +1,50 @@ +--- +name: Dominate +alias: Dominate +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Droskar, Lissala, The Godclaw, Zura +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +save: will +basic: false +traits: + - uncommon + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The target is unaffected. +**Success** The target is [[Stunned]] 1 as it fights off your commands. +**Failure** You control the target. It gains the [[Controlled]] condition, but it can attempt a Will save at the end of each of its turns. On a success, the spell ends. +**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. + + +**Heightened (10th)** The duration is unlimited. diff --git a/content/mechanics/spells/Spells/Level 6/Dragon Form.md b/content/mechanics/spells/Spells/Level 6/Dragon Form.md new file mode 100644 index 000000000..68ed72f29 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Dragon Form.md @@ -0,0 +1,133 @@ +--- +name: Dragon Form +alias: Dragon Form +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 6 +school: transmutation +type: utility +traditions: [arcane, primal] +deities: Apsu, Dahak, Lady Nanbyo, Sturovenen, Uvuko +bloodline: draconic +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. + +You gain the following statistics and abilities regardless of which battle form you choose: + +AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. + +10 temporary Hit Points. +Speed 40 feet, fly Speed 100 feet. +Resistance 10 against the damage type of your breath weapon (see below). +Darkvision and imprecise scent 60 feet. +One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. +Athletics modifier of +23, unless your own modifier is higher. +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 [[/br 1d4 #rounds]]{1d4 rounds}. Your breath weapon has the trait corresponding to the type of damage it deals. + + +You also gain specific abilities based on the type of dragon: +**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. + +**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. + +**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. + +**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. + +**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. + +**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. + +**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). + +**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 wing (reach 10 feet), Damage 3d8 bludgeoning; +Breath weapon 30-foot cone, 10d6 fire. + +**Silver** +cloud walk; +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. + +**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. + +**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. diff --git a/content/mechanics/spells/Spells/Level 6/Elemental Confluence.md b/content/mechanics/spells/Spells/Level 6/Elemental Confluence.md new file mode 100644 index 000000000..680f32c47 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Elemental Confluence.md @@ -0,0 +1,52 @@ +--- +name: Elemental Confluence +alias: Elemental Confluence +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 6 +school: conjuration +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 60 feet +area: 10-foot burst +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +traits: + - common + - air + - earth + - fire + - water + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==air== | ==earth== | ==fire== | ==water== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are concealed, and all creatures outside the confluence are concealed to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. + + +Air (air, electricity) The elemental looses a bolt of electricity from the confluence, dealing 4d4 electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence. + +Earth (earth) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round. + +Fire (fire) Flames roar through the confluence, dealing 1d6 persistent fire damage to those partially or entirely inside the confluence. +Water (attack, water) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. The water deals 4d6 bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Feeblemind.md b/content/mechanics/spells/Spells/Level 6/Feeblemind.md new file mode 100644 index 000000000..c4b8652a6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Feeblemind.md @@ -0,0 +1,50 @@ +--- +name: Feeblemind +alias: Feeblemind +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Abraxas, Arazni, Gyronna, Lorthact, Valmallos +bloodline: aberrant +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: varies +save: will +basic: false +traits: + - common + - curse + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You drastically reduce the target's mental faculties. The target must attempt a Will save. The effects of this curse can be removed only through remove curse or another effect that targets curses. +**Critical Success** The target is unaffected. +**Success** The target is [[Stupefied]] 2 for 1 round. +**Failure** The target is [[Stupefied]] 4 with an unlimited duration. +**Critical Failure** The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as -5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control. diff --git a/content/mechanics/spells/Spells/Level 6/Field of Life.md b/content/mechanics/spells/Spells/Level 6/Field of Life.md new file mode 100644 index 000000000..7d9326ba4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Field of Life.md @@ -0,0 +1,43 @@ +--- +name: Field of Life +alias: Field of Life +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 6 +school: necromancy +type: heal +traditions: [divine, primal] +lesson: lesson of renewal +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +area: 20-foot burst +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - healing + - positive + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==healing== | ==positive== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Lesson** `=this.lesson` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. +**Heightened (8th)** The healing and damage increase to 1d10. +**Heightened (9th)** The healing and damage increase to 1d12. diff --git a/content/mechanics/spells/Spells/Level 6/Fire Seeds.md b/content/mechanics/spells/Spells/Level 6/Fire Seeds.md new file mode 100644 index 000000000..3052d4160 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Fire Seeds.md @@ -0,0 +1,41 @@ +--- +name: Fire Seeds +alias: Fire Seeds +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 6 +school: evocation +type: save +traditions: [primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: reflex +basic: true +traits: + - common + - fire + - plant + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==plant== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Heightened (8th)** The burst's damage increases to 5d6, and the continuing flames damage increases to 3d6 fire damage. +**Heightened (9th)** The burst's damage increases to 6d6, and the continuing flames damage increases to 3d6. diff --git a/content/mechanics/spells/Spells/Level 6/Flame Vortex.md b/content/mechanics/spells/Spells/Level 6/Flame Vortex.md new file mode 100644 index 000000000..93cbb52d2 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Flame Vortex.md @@ -0,0 +1,49 @@ +--- +name: Flame Vortex +alias: Flame Vortex +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 6 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 5-foot emanation +source: "Pathfinder Secrets of Magic" +save: reflex +basic: true +traits: + - common + - air + - fire + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==air== | ==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +Area 5-foot radius, 40-foot tall cylinder + + +You combine a blazing inferno and air currents into a fiery vortex. You can Cast this Spell only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex are difficult terrain for flying creatures. + +All creatures in the area take 3d4 bludgeoning damage and 3d6 fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round. +**Heightened (+2)** The vortex deals an additional 1d4 bludgeoning damage and 1d6 fire damage. diff --git a/content/mechanics/spells/Spells/Level 6/Flesh to Stone.md b/content/mechanics/spells/Spells/Level 6/Flesh to Stone.md new file mode 100644 index 000000000..bd59eb4a3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Flesh to Stone.md @@ -0,0 +1,47 @@ +--- +name: Flesh to Stone +alias: Flesh to Stone +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 6 +school: transmutation +type: save +traditions: [arcane, primal] +deities: Ayrzul, Dispater, Stag Mother of the Forest of Stones +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature made of flesh +source: "Pathfinder Core Rulebook" +duration: varies +save: fortitude +basic: false +traits: + - common + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You try to turn the target's flesh into stone. The target must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target is [[Slowed]] 1 for 1 round. +**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 permanently non-magically [[Petrified]]. The spell ends if the creature is Petrified or the Slowed condition is removed. +**Critical Failure** As failure, but the target is initially [[Slowed]] 2. diff --git a/content/mechanics/spells/Spells/Level 6/Gray Shadow.md b/content/mechanics/spells/Spells/Level 6/Gray Shadow.md new file mode 100644 index 000000000..4ba0a1c64 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Gray Shadow.md @@ -0,0 +1,44 @@ +--- +name: Gray Shadow +alias: Gray Shadow +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/necromancy + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 6 +school: necromancy +type: utility +traditions: [divine] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +target: 1 dying creature +source: "Pathfinder #171: Hurricane's Howl" +duration: sustained, up to 1 minute +traits: + - uncommon + - shadow + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==shadow== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You pray over a dying creature, drawing its shadow into your service as long as its owner is stooped at death's door. + +You summon a [[Greater Shadow]] in a space adjacent to the dying creature. The greater shadow has its usual stats, with the following modifications: + +The greater shadow's shadow hand Strike deals an additional 1d8 poison damage. + +When you Cast a Spell, you can use the greater shadow's location as the origin point instead of your own location. Upon doing so, the greater shadow immediately disappears. If the dying creature targeted by this spell dies or regains consciousness, the greater shadow disappears and this spell ends. + diff --git a/content/mechanics/spells/Spells/Level 6/Hag's Fruit.md b/content/mechanics/spells/Spells/Level 6/Hag's Fruit.md new file mode 100644 index 000000000..936471a3f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Hag's Fruit.md @@ -0,0 +1,48 @@ +--- +name: Hag's Fruit +alias: Hag's Fruit +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/transmutation + - pf2e/spelltype/save + - pf2e/tradition/primal + - pf2e/tradition/occult +level: 6 +school: transmutation +type: save +traditions: [primal, occult] +time: 1 minute +pf2etime: "" +range: touch +target: 1 non-magical fruit +source: "Pathfinder #182: Graveclaw" +duration: 1 day +save: fortitude +basic: false +traits: + - uncommon + - curse + - incapacitation + - necromancy + - sleep + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==curse== | ==incapacitation== | ==necromancy== | ==sleep== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You imbue a single piece of fruit with a curse that leaves its victims in a magical sleep. The first person to eat the fruit within the spell's duration is subject to the Curse of Slumber, using your spell DC as the saving throw DC of the curse. + +**Curse of Slumber (curse, incapacitation, necromancy, sleep) Level 11** + +**Effect** You fall asleep for 1 round (or permanently on a critical failure) and seem to be dead; a creature must succeed at a DC 30 Medicine check to realize you're alive. Noise doesn't awaken you, but taking damage gives you a new saving throw against the curse. diff --git a/content/mechanics/spells/Spells/Level 6/Halcyon Infusion.md b/content/mechanics/spells/Spells/Level 6/Halcyon Infusion.md new file mode 100644 index 000000000..fa14b5027 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Halcyon Infusion.md @@ -0,0 +1,45 @@ +--- +name: Halcyon Infusion +alias: Halcyon Infusion +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/divination + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 6 +school: divination +type: attack +traditions: [arcane, primal] +time: 10 minutes +pf2etime: "" +range: touch +target: one willing creature of lower level than you +source: "Pathfinder Lost Omens: Legends" +duration: until your next daily preparations +traits: + - rare + - mental + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==rare== | ==mental== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You infuse magical energy into your target, opening up their mind to the pathways of magic and granting them the ability to use magic to affect the world around them. + +Choose a 1st-level spell you prepared today or that's in your repertoire, of the same tradition you used to cast halcyon infusion. The spell must be one that has a listed range. If the target is at least 3rd level, you can choose a 2nd-level spell instead of a 1st-level spell; and if the target is at least 5th level, you can choose a 3rd-level spell. The target can Cast the Spell once per day as an innate spell of the tradition you used to cast halcyon infusion. If they are untrained in the appropriate magical tradition, their spell attack bonus is 2 + their level + their highest mental ability modifier, and their spell DC is 12 + their level + their highest mental ability modifier. + +Unlike most abilities that can only be used once per day, the target refreshes their use of the granted innate spell each day only after you make your daily preparations and choose to extend halcyon infusion's duration by either refraining from preparing a spell in the slot (if you're a prepared spellcaster) or expending another spell slot (if you're a spontaneous spellcaster). +**Heightened (8th)** If the target is at least 7th level, you can choose a 4th-level spell. +**Heightened (10th)** As 8th, and if the target is at least 9th level, you can choose a 5th-level spell. diff --git a/content/Mechanics/Spells/Spells/Level 6/Lure Dream.md b/content/mechanics/spells/Spells/Level 6/Lure Dream.md similarity index 60% rename from content/Mechanics/Spells/Spells/Level 6/Lure Dream.md rename to content/mechanics/spells/Spells/Level 6/Lure Dream.md index 9a3773b91..1913cce5a 100644 --- a/content/Mechanics/Spells/Spells/Level 6/Lure Dream.md +++ b/content/mechanics/spells/Spells/Level 6/Lure Dream.md @@ -23,17 +23,14 @@ traits: components: - somatic - verbal -description: > - You reach out to the dream realm, beckoning an animate dream to your side. This works like [[Summon Animal]], except you summon an [[Animate Dream]]. --- # `=this.name` ==rare== | ==dream== | ==conjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +You reach out to the dream realm, beckoning an animate dream to your side. This works like [[Summon Animal]], except you summon an [[Animate Dream]]. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Mantle of Heaven's Slopes.md b/content/mechanics/spells/Spells/Level 6/Mantle of Heaven's Slopes.md new file mode 100644 index 000000000..421c15b40 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Mantle of Heaven's Slopes.md @@ -0,0 +1,43 @@ +--- +name: Mantle of Heaven's Slopes +alias: Mantle of Heaven's Slopes +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 6 +school: transmutation +type: utility +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder #183: Field of Maidens" +duration: 1 minute +traits: + - uncommon + - good + - lawful + - morph + - transmutation +components: + - somatic +--- +# `=this.name` +==uncommon== | ==good== | ==lawful== | ==morph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You surround yourself in a mantle of heavenly power, invoking the power of the layers of the celestial mountain above. Your body warps and morphs into an angelic form, made of Heaven's light. Upon Casting this Spell, pick two different options below. As a single action, which has the concentrate trait, you can lose one of the options you chose and select a different one (you don't benefit from having the same option selected twice at the same time). + + +**Threshold's Walls** Glimmering barriers form around you. You gain cover from the barriers. +**Proelera's Arsenal** Shimmering silver pikes surround you, imposing your might on those who would oppose you. You gain an arsenal unarmed attack, which has the reach and shove traits, in the polearm group. Your arsenal attack deals 1d10 piercing damage as its base damage, plus an additional 1d8 good damage, and counts as silver. +**Clarion's Sanctity** Your eyes glow with golden light, seeing that which others prefer remain unseen. You gain a +2 status bonus on checks to Recall Knowledge and Sense Motive, and when you succeed at a check to Recall Knowledge about a creature you can see, you can attempt to Sense its Motive as a free action. +**Requius's Rest** Your hands glow with soft white energy that spreads to your wounds. You gain fast healing 2. +**Illumis's Parlance** Your voice echoes like a trumpet. You can be heard clearly up to 200 feet away when you speak, if you choose to project your voice. +**Iuidica's Verdict** Your body pulses with scarlet light, pushing away those judged to be against you. As a free action triggered by succeeding at a Strike, you can attempt to Shove the creature you hit. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Mislead.md b/content/mechanics/spells/Spells/Level 6/Mislead.md new file mode 100644 index 000000000..5048d3db4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Mislead.md @@ -0,0 +1,40 @@ +--- +name: Mislead +alias: Mislead +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Asmodeus, Baalzebul, Calistria, Dhalavei, Nalinivati, Nyarlathotep (The Crawling Chaos), Thamir, The Freeing Flame, Yaezhing +bloodline: fey +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 6/Nature's Reprisal.md b/content/mechanics/spells/Spells/Level 6/Nature's Reprisal.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 6/Nature's Reprisal.md rename to content/mechanics/spells/Spells/Level 6/Nature's Reprisal.md index 248997603..c988c0eb2 100644 --- a/content/Mechanics/Spells/Spells/Level 6/Nature's Reprisal.md +++ b/content/mechanics/spells/Spells/Level 6/Nature's Reprisal.md @@ -27,19 +27,15 @@ components: - material - somatic - verbal -description: > - The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square. - - **Heightened (+1)** The poison damage of the hazardous terrain increases by 1. --- # `=this.name` ==plant== | ==poison== | ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square. +**Heightened (+1)** The poison damage of the hazardous terrain increases by 1. diff --git a/content/mechanics/spells/Spells/Level 6/Necrotize.md b/content/mechanics/spells/Spells/Level 6/Necrotize.md new file mode 100644 index 000000000..d61184d8e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Necrotize.md @@ -0,0 +1,54 @@ +--- +name: Necrotize +alias: Necrotize +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 6 +school: necromancy +type: save +traditions: [arcane, divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 living creature +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: false +traits: + - common + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You necrotize part of a creature's body, harming it and debilitating it as its body putrefies, mimicking the natural process of decay. The target takes 12d6 negative damage and one of the following debilitations; roll 1d4 to randomly determine which. The effects depend on its Fortitude save. + + +Bones The target's bones necrotize and become spongy and weak, giving it weakness 3 to bludgeoning damage. + +Joints The target's joints necrotize, making its movements ungainly and clumsy. It becomes [[Clumsy]] 1. + +Legs The target's legs necrotize, as well as any other limbs associated with forms of movement, making it harder for the creature to move. The target takes a -10-foot status penalty to its Speeds. +Muscles The target's muscles necrotize, rotting away. The target becomes [[Enfeebled]] 1. +**Critical Success** The target is unaffected. +**Success** The target takes half damage and the debilitation lasts until the end of your next turn. +**Failure** The target takes full damage and the debilitation lasts for 1 minute. +**Critical Failure** The target takes double damage, and you can pick a second debilitation to apply, in addition to the one you rolled randomly. Both debilitations last for 1 minute. + +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 6/Phantasmal Calamity.md b/content/mechanics/spells/Spells/Level 6/Phantasmal Calamity.md new file mode 100644 index 000000000..9e42ff637 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Phantasmal Calamity.md @@ -0,0 +1,42 @@ +--- +name: Phantasmal Calamity +alias: Phantasmal Calamity +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: illusion +type: save +traditions: [arcane, occult] +deities: Imot, Zyphus +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +area: 30-foot burst +source: "Pathfinder Core Rulebook" +save: will +basic: true +traits: + - common + - mental + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +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. +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 6/Poltergeist's Fury.md b/content/mechanics/spells/Spells/Level 6/Poltergeist's Fury.md new file mode 100644 index 000000000..994da56cd --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Poltergeist's Fury.md @@ -0,0 +1,40 @@ +--- +name: Poltergeist's Fury +alias: Poltergeist's Fury +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: evocation +type: save +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +area: 20-foot emanation +source: "Pathfinder Dark Archive" +duration: sustained up to 1 minute +save: reflex +basic: true +traits: + - common + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Your fury spills over in a telekinetic storm of terrifying proportions. Any loose, unattended objects of 1 Bulk or less within range are picked up and begin to orbit you at breathtaking speeds. All creatures in the area take 6d4 piercing damage with a basic Reflex save. Each time you Sustain the Spell, you can increase the radius of the storm by 10 feet, to a maximum of 100 feet. The storm moves with you and provides you with lesser cover, though you can't use this cover to Hide or Sneak. Allies within the storm who roll a success on their Reflex save against your poltergeist's fury get a critical success instead, as you attempt to avoid hitting them. +**Heightened (+1)** The damage increases by 1d4{1d4}. diff --git a/content/mechanics/spells/Spells/Level 6/Purple Worm Sting.md b/content/mechanics/spells/Spells/Level 6/Purple Worm Sting.md new file mode 100644 index 000000000..b1f180753 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Purple Worm Sting.md @@ -0,0 +1,54 @@ +--- +name: Purple Worm Sting +alias: Purple Worm Sting +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 6 +school: necromancy +type: save +traditions: [arcane, primal] +deities: Ragadahn, Selket, Ydersius +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - poison + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==poison== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You replicate the attack of a deadly purple worm. You deal 3d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target takes 3d6 poison damage. +**Failure** The target is afflicted with purple worm venom at stage 1. +**Critical Failure** The target is afflicted with purple worm venom at stage 2. + + + +**Purple Worm Venom (poison) Level 11** + +Maximum Duration 6 rounds. +Stage 1 3d6 poison damage and [[Enfeebled]] 2 (1 round) +Stage 2 4d6 poison damage and [[Enfeebled]] 2 (1 round) +Stage 3 6d6 poison damage and [[Enfeebled]] 2 (1 round). diff --git a/content/mechanics/spells/Spells/Level 6/Raise Dead.md b/content/mechanics/spells/Spells/Level 6/Raise Dead.md new file mode 100644 index 000000000..84ea036e7 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Raise Dead.md @@ -0,0 +1,48 @@ +--- +name: Raise Dead +alias: Raise Dead +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine +level: 6 +school: necromancy +type: heal +traditions: [divine] +lesson: lesson of death +time: 10 minutes +pf2etime: "" +range: 10 feet +target: 1 dead creature of 13th level or lower +source: "Pathfinder Core Rulebook" +pfsnote: All characters have access to raise dead +cost: diamonds worth a total value of the target's level (minimum 1) × 200 gp +traits: + - uncommon + - healing + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==healing== | ==necromancy== + +*Source* `=this.source` +**Note** `=this.pfsnote` +**Traditions** `=this.traditions` +**Lesson** `=this.lesson` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Cost** `=this.cost` +*** +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. +**Heightened (7th)** The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp. +**Heightened (8th)** The maximum level of the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp. +**Heightened (9th)** The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp. +**Heightened (10th)** The maximum level of the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp. diff --git a/content/mechanics/spells/Spells/Level 6/Ravenous Darkness.md b/content/mechanics/spells/Spells/Level 6/Ravenous Darkness.md new file mode 100644 index 000000000..6cd2ceea4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Ravenous Darkness.md @@ -0,0 +1,40 @@ +--- +name: Ravenous Darkness +alias: Ravenous Darkness +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/necromancy + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 6 +school: necromancy +type: attack +traditions: [arcane, divine, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder #186: Ghost King's Rage" +duration: 1 minute +traits: + - uncommon + - darkness + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==darkness== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +You create a shroud of magical darkness that feeds on those inside it. This globe of pure darkness is identical to that created by a 4th-level [[Darkness]] spell. Blunt, gnashing teeth made of shadows gnaw at the creatures within. Make a spell attack roll against the Fortitude DC of each creature in the area. Any creature that fails takes 4d6 bludgeoning damage as teeth attach to it. While the teeth are attached, it takes a –10-foot circumstance penalty to its Speeds and can't Step. Whenever a creature ends its turn in the area, the teeth attempt to attach to that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature they're already attached to. The shadowy teeth become unattached from any creature that leaves the area but can't otherwise be detached from a creature while that creature remains in the area. You can Dismiss the spell. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Repulsion.md b/content/mechanics/spells/Spells/Level 6/Repulsion.md new file mode 100644 index 000000000..35653d270 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Repulsion.md @@ -0,0 +1,45 @@ +--- +name: Repulsion +alias: Repulsion +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 6 +school: abjuration +type: save +traditions: [arcane, divine, occult] +bloodline: elemental, nymph, wyrmblessed +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: emanation up to 40-feet +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: will +basic: false +traits: + - common + - aura + - mental + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==aura== | ==mental== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**Critical Success** The creature's movement is not restricted. +**Success** The creature treats each square in the area as difficult terrain when moving closer to you. +**Failure** The creature can't move closer to you within the area. diff --git a/content/mechanics/spells/Spells/Level 6/Righteous Might.md b/content/mechanics/spells/Spells/Level 6/Righteous Might.md new file mode 100644 index 000000000..c4b1a0233 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Righteous Might.md @@ -0,0 +1,48 @@ +--- +name: Righteous Might +alias: Righteous Might +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 6 +school: transmutation +type: utility +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. + +You gain the following statistics and abilities: + +AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. + +10 temporary Hit Points. +Speed 40 feet. +Resistance 3 against physical damage. +Darkvision. +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. +Athletics modifier of +23, unless your own modifier is higher. + +**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. + diff --git a/content/Mechanics/Spells/Spells/Level 6/Scintillating Safeguard.md b/content/mechanics/spells/Spells/Level 6/Scintillating Safeguard.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 6/Scintillating Safeguard.md rename to content/mechanics/spells/Spells/Level 6/Scintillating Safeguard.md index dd25f148f..882a99b77 100644 --- a/content/Mechanics/Spells/Spells/Level 6/Scintillating Safeguard.md +++ b/content/mechanics/spells/Spells/Level 6/Scintillating Safeguard.md @@ -25,19 +25,15 @@ traits: - abjuration components: - somatic -description: > - A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any persistent damage or other lingering effects of the effect. - - **Heightened (+1)** The resistance increases by 1. --- # `=this.name` ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any persistent damage or other lingering effects of the effect. +**Heightened (+1)** The resistance increases by 1. diff --git a/content/mechanics/spells/Spells/Level 6/Scrying.md b/content/mechanics/spells/Spells/Level 6/Scrying.md new file mode 100644 index 000000000..a34bb88c0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Scrying.md @@ -0,0 +1,47 @@ +--- +name: Scrying +alias: Scrying +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: divination +type: save +traditions: [arcane, occult] +deities: Magdh +time: 10 minutes +pf2etime: "" +range: planetary +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: sustained up to 10 minutes +save: will +basic: false +traits: + - uncommon + - scrying + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==scrying== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You magically spy on a creature of your choice. Scrying works like [[Clairvoyance]], except that the image you receive is less precise, insufficient 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. +**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. +**Success** The spell fails and the target is temporarily immune for 1 day. +**Failure** The spell succeeds. +**Critical Failure** The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round. diff --git a/content/mechanics/spells/Spells/Level 6/Speak with Stones.md b/content/mechanics/spells/Spells/Level 6/Speak with Stones.md new file mode 100644 index 000000000..9df6217ee --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Speak with Stones.md @@ -0,0 +1,37 @@ +--- +name: Stone Tell +alias: Stone Tell +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 6 +school: evocation +type: utility +traditions: [divine, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - uncommon + - earth + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==earth== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Spellwrack.md b/content/mechanics/spells/Spells/Level 6/Spellwrack.md new file mode 100644 index 000000000..5011871cb --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Spellwrack.md @@ -0,0 +1,45 @@ +--- +name: Spellwrack +alias: Spellwrack +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 6 +school: abjuration +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +save: will +basic: false +traits: + - common + - curse + - force + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==force== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save. +**Critical Success** The target is unaffected. +**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. +**Failure** As success, but the curse and Persistent Damage do not end on their own. +**Critical Failure** As failure, but the persistent force damage is 4d12 persistent force damage. diff --git a/content/mechanics/spells/Spells/Level 6/Spirit Blast.md b/content/mechanics/spells/Spells/Level 6/Spirit Blast.md new file mode 100644 index 000000000..5fc9e7709 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Spirit Blast.md @@ -0,0 +1,42 @@ +--- +name: Spirit Blast +alias: Spirit Blast +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 6 +school: necromancy +type: save +traditions: [divine, occult] +bloodline: psychopomp +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +save: fortitude +basic: true +traits: + - common + - force + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +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. +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/Mechanics/Spells/Spells/Level 6/Stone to Flesh.md b/content/mechanics/spells/Spells/Level 6/Stone to Flesh.md similarity index 54% rename from content/Mechanics/Spells/Spells/Level 6/Stone to Flesh.md rename to content/mechanics/spells/Spells/Level 6/Stone to Flesh.md index 705b1ba44..3de7c2292 100644 --- a/content/Mechanics/Spells/Spells/Level 6/Stone to Flesh.md +++ b/content/mechanics/spells/Spells/Level 6/Stone to Flesh.md @@ -25,17 +25,14 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==earth== | ==transmutation== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Suffocate.md b/content/mechanics/spells/Spells/Level 6/Suffocate.md new file mode 100644 index 000000000..014843f51 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Suffocate.md @@ -0,0 +1,45 @@ +--- +name: Suffocate +alias: Suffocate +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/evocation + - pf2e/spelltype/save +level: 6 +school: evocation +type: save +traditions: [] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 living creature that needs to breathe +source: "Pathfinder #186: Ghost King's Rage" +duration: sustained up to 1 minute +save: fortitude +basic: false +traits: + - uncommon + - incapacitation + - nonlethal + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==incapacitation== | ==nonlethal== | ==evocation== + +*Source* `=this.source` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You forcefully and cruelly draw the living breath from a creature's lungs, dealing 4d8 bludgeoning damage. The creature must attempt a Fortitude save. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage. For the duration, the creature must hold its breath or suffocate. +**Critical Failure** The creature takes double damage, and all the air is pulled from the creature's lungs. The creature falls [[Unconscious]] and starts suffocating for the duration. + + +**Heightened (9th)** You can target up to 5 creatures. diff --git a/content/mechanics/spells/Spells/Level 6/Suspended Retribution.md b/content/mechanics/spells/Spells/Level 6/Suspended Retribution.md new file mode 100644 index 000000000..7b1a2e997 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Suspended Retribution.md @@ -0,0 +1,54 @@ +--- +name: Suspended Retribution +alias: Suspended Retribution +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/divination + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 6 +school: divination +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder Dark Archive" +duration: 1 minute +save: reflex +basic: true +traits: + - common + - curse + - mental + - prediction + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==mental== | ==prediction== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +All life dances one step from the precipice, one heartbeat from disaster. You open your eyes wide and see doom waiting in the wings, then invite it to step forward. A spectral omen of disaster appears above the target's head- traditionally, this is a downward-pointing sword, but some spellcasters report seeing a hangman's noose or a grinning skull instead. When you Cast this Spell, pick one of the following triggers. + + +The target moves more than its Speed in a single round. + +The target makes more than one Strike in a single round. + +The target Casts a Spell. +The target uses a specific skill you name. +The target uses a specific ability you name. + +If the target takes the triggering action, the portent of doom activates-the sword strikes down, the noose loops around the target's neck, the skull bares its fangs-and the target takes 70 mental damage with a basic Reflex save. The target instinctively knows which action will trigger the omen and can ward off the omen by spending a total of 3 actions, which have the concentrate trait, to pray, make signs against doom, or similar apotropaic actions. These actions need not be consecutive. After the creature spends the actions, the spell ends. +**Heightened (+1)** The damage increases by 10. diff --git a/content/mechanics/spells/Spells/Level 6/Tangling Creepers.md b/content/mechanics/spells/Spells/Level 6/Tangling Creepers.md new file mode 100644 index 000000000..f2453e90f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Tangling Creepers.md @@ -0,0 +1,40 @@ +--- +name: Tangling Creepers +alias: Tangling Creepers +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 6 +school: conjuration +type: utility +traditions: [primal] +deities: Green Man, Osiris, Treerazer, Yuelral +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 500 feet +area: 40-foot burst +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - plant + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==plant== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. Make a melee spell attack roll against the target; on a success, 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Teleport.md b/content/mechanics/spells/Spells/Level 6/Teleport.md new file mode 100644 index 000000000..73313dc7c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Teleport.md @@ -0,0 +1,50 @@ +--- +name: Teleport +aliases: + - Teleport +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: conjuration +type: utility +traditions: + - arcane + - occult +deities: Barzahk, Pulura +spelllist: elemental +time: 10 minutes +pf2etime: "" +range: 100 miles +target: you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature. +source: Pathfinder Core Rulebook +traits: + - uncommon + - teleportation + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. + + +**Heightened (7th)** You and the other targets can travel to any location within 1,000 miles. +**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. +**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. +**Heightened (10th)** As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy. diff --git a/content/mechanics/spells/Spells/Level 6/Temporal Ward.md b/content/mechanics/spells/Spells/Level 6/Temporal Ward.md new file mode 100644 index 000000000..e05e95a9f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Temporal Ward.md @@ -0,0 +1,53 @@ +--- +name: Temporal Ward +alias: Temporal Ward +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 6 +school: abjuration +type: utility +traditions: [arcane, divine, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: touch +target: 1 container or doorway +source: "Pathfinder #173: Doorway to the Red Star" +duration: 10 minutes +save: will +basic: false +traits: + - rare + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==rare== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You ward a target doorway or container with a temporal trap that rewinds the personal timeline of creatures trying to open it. A creature attempting to open a warded doorway or container must attempt a Will save with the below results. + +You can set a password for the ward. Any creature that attempts to open the target container, or to open or pass through the target doorway without speaking the password must attempt a save as normal. + +The ward vanishes automatically once the spell's duration ends, but can be removed before then as if it were a magical trap, using your spell DC for both the Perception check to notice it and Thievery check to disable it. Both checks require the creature attempting them to have expert proficiency in order to succeed. + +You can Dismiss temporal ward. The maximum number of temporal wards you can have active at a time is equal to your spellcasting ability modifier. +**Critical Success** The creature is unaffected and opens the doorway or the container as normal. +**Success** The creature experiences a brief moment of déjà-vu in which they're convinced they already opened the door. They must use an additional action to open the door. If they can't or don't want to do so, the action or activity they used to open the door or container is wasted, and the door or container remains closed. +**Failure** The creature is thrown briefly backwards in time. The action or activity they used to open the door or container is wasted and they're returned to the position they were located at during the start of their turn. Their turn then ends. +**Critical Failure** As failure, but the temporal displacement also causes the creature to lose their bearings, making them [[Confused]] for 1 minute. + +**Heightened (10th)** The temporal ward has an unlimited duration, until it is counteracted, Dismissed, or Disarmed. diff --git a/content/Mechanics/Spells/Spells/Level 6/True Seeing.md b/content/mechanics/spells/Spells/Level 6/True Seeing.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 6/True Seeing.md rename to content/mechanics/spells/Spells/Level 6/True Seeing.md index ee38fcf4d..f9cf8a5f9 100644 --- a/content/Mechanics/Spells/Spells/Level 6/True Seeing.md +++ b/content/mechanics/spells/Spells/Level 6/True Seeing.md @@ -27,18 +27,15 @@ traits: components: - somatic - verbal -description: > - 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). --- # `=this.name` ==revelation== | ==divination== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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). \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Unexpected Transposition.md b/content/mechanics/spells/Spells/Level 6/Unexpected Transposition.md new file mode 100644 index 000000000..b0322e3ef --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Unexpected Transposition.md @@ -0,0 +1,39 @@ +--- +name: Unexpected Transposition +alias: Unexpected Transposition +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: conjuration +type: save +traditions: [arcane, occult] +time: reaction +pf2etime: "*⬲{ .Pathfinder }*" +trigger: You are targeted with an enemy's Strike +range: 30 feet +target: 1 creature other than the triggering enemy +source: "Pathfinder Secrets of Magic" +save: will +basic: false +traits: + - common + - teleportation + - conjuration +components: + - verbal +--- +# `=this.name` +==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to unexpected transposition spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 6/Vampiric Exsanguination.md b/content/mechanics/spells/Spells/Level 6/Vampiric Exsanguination.md new file mode 100644 index 000000000..2e42763ec --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Vampiric Exsanguination.md @@ -0,0 +1,43 @@ +--- +name: Vampiric Exsanguination +alias: Vampiric Exsanguination +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 6 +school: necromancy +type: save +traditions: [arcane, divine, occult] +bloodline: undead +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot cone +source: "Pathfinder Core Rulebook" +save: fortitude +basic: true +traits: + - common + - death + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==death== | ==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +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. +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 6/Vibrant Pattern.md b/content/mechanics/spells/Spells/Level 6/Vibrant Pattern.md new file mode 100644 index 000000000..4d954c179 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Vibrant Pattern.md @@ -0,0 +1,44 @@ +--- +name: Vibrant Pattern +alias: Vibrant Pattern +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: illusion +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 10-foot burst +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - common + - incapacitation + - visual + - illusion +components: + - material + - somatic +--- +# `=this.name` +==incapacitation== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Success** The creature is unaffected. +**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. +**Critical Failure** The creature is Blinded for 1 minute. diff --git a/content/mechanics/spells/Spells/Level 6/Wall of Force.md b/content/mechanics/spells/Spells/Level 6/Wall of Force.md new file mode 100644 index 000000000..8f024528b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Wall of Force.md @@ -0,0 +1,41 @@ +--- +name: Wall of Force +alias: Wall of Force +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: evocation +type: utility +traditions: [arcane, occult] +deities: Casandalee, Gravelady's Guard, Grundinnar, Isis, Nethys +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - force + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (+2)** The Hit Points of the wall increases by 20. diff --git a/content/mechanics/spells/Spells/Level 6/Word of Revision.md b/content/mechanics/spells/Spells/Level 6/Word of Revision.md new file mode 100644 index 000000000..434bed37d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Word of Revision.md @@ -0,0 +1,41 @@ +--- +name: Word of Revision +alias: Word of Revision +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: divination +type: utility +traditions: [arcane, occult] +time: reaction +pf2etime: "*⬲{ .Pathfinder }*" +trigger: A creature within range fails or critically fails a saving throw or is reduced to 0 Hit Points +range: 60 feet +target: 1 creature +source: "Pathfinder Kingmaker" +traits: + - rare + - fortune + - divination +components: + - verbal +--- +# `=this.name` +==rare== | ==fortune== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` +**Range** `=this.range`; **Targets** `=this.target` +*** +As all good writers know, you shouldn't kill off your protagonist before their story is complete. When you utter a word of revision, you alter the course of reality the instant it would otherwise have occurred, saving a creature from an unexpected or unwarranted fate. If the triggering creature failed its saving throw, it rerolls the saving throw. If the triggering creature critically failed its saving throw, it instead treats the result of that saving throw as a failure. If the triggering creature was reduced to 0 Hit Points, it remains at 1 Hit Point, and it still suffers any other debilitating effects that were associated with the source of the damage. In the case of a creature critically failing a saving throw or being reduced to 0 Hit Points simultaneously, you choose which of the two events to revise. + + + +Once a creature is affected by a word of revision, it's temporarily immune to further words of revision for 24 hours, as fate resists allowing even the most important of protagonists from avoiding doom too often! +**Heightened (9th)** You can target up to 10 creatures within range. All targets must still individually qualify as triggering creatures. For example, if a dragon breathed fire on a group of your allies, only those who failed or critically failed their saving throw or those who were reduced to 0 Hit Points could be affected by this spell. diff --git a/content/mechanics/spells/Spells/Level 6/Zealous Conviction.md b/content/mechanics/spells/Spells/Level 6/Zealous Conviction.md new file mode 100644 index 000000000..e31f7e854 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Zealous Conviction.md @@ -0,0 +1,40 @@ +--- +name: Zealous Conviction +alias: Zealous Conviction +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 6 +school: enchantment +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: up to 10 willing creatures +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (9th)** The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3. diff --git a/content/mechanics/spells/Spells/Level 6/Zero Gravity.md b/content/mechanics/spells/Spells/Level 6/Zero Gravity.md new file mode 100644 index 000000000..e95c2ceaf --- /dev/null +++ b/content/mechanics/spells/Spells/Level 6/Zero Gravity.md @@ -0,0 +1,43 @@ +--- +name: Zero Gravity +alias: Zero Gravity +tags: + - pf2e/spell + - pf2e/spell/level_6 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 6 +school: evocation +type: utility +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +traits: + - uncommon + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +Area 20-foot radius, 40-foot-tall cylinder + + +You negate gravity's effects in the area. Creatures float in place unless they can Push Off a surface. Pushing Off is a single action which has the move trait, allowing the creature to move half its Speed in a straight line through the area. After Pushing Off a surface, the creature continues to move the same distance at the start of each of its turns until it leaves the area or Pushes Off against something else. A creature pushing against an untethered object of its size or smaller causes both the creature and the object to move at the same speed, but in opposite directions. Creatures who can levitate or fly can use those abilities to move around in the area without having to push off anything. Creatures who can't levitate or fly are usually on the ground, giving them a surface from which to push off. + +You can Dismiss this spell. When zero gravity ends, all creatures and objects in the area fall back down. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Angel Form.md b/content/mechanics/spells/Spells/Level 7/Angel Form.md new file mode 100644 index 000000000..c540e53c4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Angel Form.md @@ -0,0 +1,69 @@ +--- +name: Angel Form +alias: Angel Form +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 7 +school: transmutation +type: utility +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - good + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==good== | ==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. The battle form is Small if you choose choral. While in this form, you gain the angel and celestial traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. + +40 temporary Hit Points and weakness 10 to evil damage. +Darkvision. +One or more attacks specific to the battle form you choose. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the [[enfeebled]] condition, for example), and ranged attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. +Athletics modifier of +25, unless your own modifier is higher. + + +You also gain specific abilities based on the type of angel you choose: +**Balisse** + +Speed 30 feet, fly 40 feet; Perception modifier of +26 to detect lies and illusions unless your own modifier is higher; +Melee 1 scimitar ([[forceful]], [[sweep]]), Damage 2d6+12 slashing plus 1d6 fire and 1d6 good. + +**Choral** + +Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; +Melee 1 fist ([[agile]]), Damage 2d6+12 bludgeoning plus 1d6 good; +Ranged 1 piercing hymn (range 90 feet), Damage 1d6+12 sonic plus 1d6 good, and [[Deafened]] for 1 round on a critical hit. + +**Monadic Deva** + +Speed 30 feet, fly 40 feet; +2 status bonus on saves against death effects and effects that manipulate souls; +Melee 1 holy mace ([[shove]]), Damage 2d6+12 bludgeoning plus 1d6 force and 1d6 good. + +**Movanic Deva** + +Speed 30 feet, fly 40 feet; resistance 10 to negative; +Melee 1 bastard sword ([[two-hand]] d12), Damage 1d8+12 slashing plus 1d6 fire and 1d6 good. + +**Heightened (9th)** Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and Athletics +33. diff --git a/content/mechanics/spells/Spells/Level 7/Blightburn Blast.md b/content/mechanics/spells/Spells/Level 7/Blightburn Blast.md new file mode 100644 index 000000000..387e4d89a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Blightburn Blast.md @@ -0,0 +1,53 @@ +--- +name: Blightburn Blast +alias: Blightburn Blast +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 7 +school: evocation +type: save +traditions: [arcane, occult, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 15-foot cone +source: "Pathfinder #155: Lord of the Black Sands" +save: fortitude +basic: true +traits: + - uncommon + - disease + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==disease== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You channel a blast of powerful blightburn radiation from your hands. You deal 4d6 poison damage to creatures in the area. Creatures who fail their save are afflicted with stage 1 of blightburn sickness (on a critical failure, the creature moves immediately to stage 2). The level of blightburn sickness caused by this spell is equal to twice the spell's level, and the disease's save DC uses the caster's DC. + +**Blightburn Sickness (uncommon, disease) Level 15** + +The ceiling of the vault of the Black Desert is studded with deadly crystals that glimmer like stars above the dark sands. These crystals are radioactive and flood the vault with lethal energy. Creatures other than those native to the vault or who have survived there for a long time develop a disease called blightburn sickness. + +Creatures native to the Black Desert are immune, as are creatures who are affected by blightburn sickness but recover from it. The target can't recover from the disease's drained or sickened condition except by magic. +The surest way to avoid contracting blightburn sickness is by wearing a blightburn ward, a piece of protective jewelry often found among urdefhans' gear or for sale in Shraen. +Saving Throw DC 32 Fortitude +Onset 1d4 days +Stage 1 [[Drained]] 1 (1 day) +Stage 2 [[Drained]] 1 and [[Sickened]] 1 (1 day) +Stage 3 [[Drained]] 2 and [[Sickened]] 2 (1 week) +Stage 4 [[Drained]] 3 and [[Sickened]] 3 (1 month) +Stage 5 Drained increases by 1 (1 year) diff --git a/content/mechanics/spells/Spells/Level 7/Contingency.md b/content/mechanics/spells/Spells/Level 7/Contingency.md new file mode 100644 index 000000000..6cf6ec8dc --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Contingency.md @@ -0,0 +1,41 @@ +--- +name: Contingency +alias: Contingency +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane +level: 7 +school: abjuration +type: utility +traditions: [arcane] +deities: Nalinivati, Valmallos +bloodline: phoenix +time: 10 minutes +pf2etime: "" +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - common + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**Heightened (8th)** You can choose a spell of 5th level or lower. +**Heightened (9th)** You can choose a spell of 6th level or lower. +**Heightened (10th)** You can choose a spell of 7th level or lower. diff --git a/content/mechanics/spells/Spells/Level 7/Control Sand.md b/content/mechanics/spells/Spells/Level 7/Control Sand.md new file mode 100644 index 000000000..e4bc7935f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Control Sand.md @@ -0,0 +1,45 @@ +--- +name: Control Sand +alias: Control Sand +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 7 +school: evocation +type: utility +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 5-foot emanation +source: "Pathfinder #155: Lord of the Black Sands" +duration: sustained up to 1 minute +traits: + - uncommon + - earth + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==earth== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Duration** `=this.duration` +*** +You whip up a small sandstorm around your body. When a creature starts its turn in the area or moves into the area, it must succeed at a Fortitude save or become dazzled for as long as it remains in the area; it is then temporarily immune to this dazzling effect for 10 minutes. + +Choose one of the following additional effects when you cast this spell. On subsequent rounds, you can switch to a different effect once per round as a free action triggered by sustaining the spell. + + +Sand Shield You create a magical shield made of sand. The sand shield provides no benefit to AC, but it does allow you to use the Shield Block reaction and acts as a shield for this purpose. The sand shield has Hardness 14, 21 Hit Points, and no Broken Threshold; when the shield's HP are reduced to 0, you can't use its Shield Block reaction again until the next time you Sustain the Spell and choose the sand shield effect. + +Sandblast You direct a jet of sand at a single target. One creature of your choice within 30 feet takes 8d6 slashing damage (basic Reflex save). On a critical failure, the creature is also [[Dazzled]] for 1 minute. +Sandstorm The area of the spell expands to a 30-foot emanation, and any creature that starts its turn in the area or moves into the area takes 6d4 slashing damage (basic Reflex save) and must hold its breath or begin suffocating. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Corrosive Body.md b/content/mechanics/spells/Spells/Level 7/Corrosive Body.md new file mode 100644 index 000000000..4e2156e07 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Corrosive Body.md @@ -0,0 +1,37 @@ +--- +name: Corrosive Body +alias: Corrosive Body +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 7 +school: transmutation +type: utility +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - acid + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==acid== | ==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 3d6 acid damage, and your unarmed attacks deal 1d4 additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain 3d6 temporary Hit Points as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid spells deal one additional die of acid damage (of the same damage die the spell uses). You can cast acid splash as an innate spell; the splash damage affects all creatures within 15 feet instead of the normal 5 feet. +**Heightened (9th)** Creatures touching you take 4d6 acid damage instead of 3d6, your unarmed attacks deal 2d4 additional acid damage, and you gain 5d6 temporary Hit Points. diff --git a/content/mechanics/spells/Spells/Level 7/Cosmic Form.md b/content/mechanics/spells/Spells/Level 7/Cosmic Form.md new file mode 100644 index 000000000..089da4c59 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Cosmic Form.md @@ -0,0 +1,59 @@ +--- +name: Cosmic Form +alias: Cosmic Form +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 7 +school: transmutation +type: utility +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. + +20 temporary Hit Points. +Darkvision. +One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +25, and you use the listed damage. The melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and the ranged attacks are Dexterity based. If your unarmed attack modifier is higher, you can use it instead. +Athletics modifier of +25, unless your own is higher. + + +You also gain specific abilities based on the stellar body: +**Moon** Speed 30 feet, fly 50 feet; + +Melee 1 fist ([[agile]], [[reach]] 10 feet), Damage 2d4+10 bludgeoning plus 1d6 fire; +Ranged 1 moonbeam (range 90 feet), Damage 2d4+10 fire; this form's fire damage is silver for resistances, weaknesses, and the like; +On a critical hit with either Strike, the target is [[Stupefied]] 2 for 1 round. + +**Sun** Speed 30 feet, fly 50 feet; + +Melee 1 fist ([[agile]], [[reach]] 10 feet), Damage 2d6+10 fire plus 1d6 persistent fire; +Ranged 1 sunbeam (range 90 feet), Damage 1d6+10 fire plus 1d6 persistent fire; +On a critical hit with either Strike, the target is [[Dazzled]] for 1 round. + diff --git a/content/mechanics/spells/Spells/Level 7/Curse of the Spirit Orchestra.md b/content/mechanics/spells/Spells/Level 7/Curse of the Spirit Orchestra.md new file mode 100644 index 000000000..0421234bd --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Curse of the Spirit Orchestra.md @@ -0,0 +1,44 @@ +--- +name: Curse of the Spirit Orchestra +alias: Curse of the Spirit Orchestra +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 7 +school: conjuration +type: save +traditions: [occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder #185: A Taste of Ashes" +duration: varies +save: will +basic: false +traits: + - uncommon + - curse + - misfortune + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==curse== | ==misfortune== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You summon an [[Invisible]], insubstantial group of extraplanar musicians who follow the target and play distracting music to hinder its actions. The music the musicians play is as inappropriate to the action as possible (for example, loud drumbeats as the target tries to Sneak or silly children's songs when the target tries to orate in a serious manner). The musicians can't be reasoned with or harmed. +**Critical Success** The target is unaffected. +**Success** Until the start of your next turn, the target must roll twice and use the worse result when it attempts a Diplomacy, Intimidation, Performance, or Stealth check. When the target rolls a critical success on any skill check, it gets a success instead. When the target rolls a failure on any skill check, it gets a critical failure instead. +**Failure** As success, but the duration is 1 hour. +**Critical Failure** As success, but the duration is unlimited. diff --git a/content/mechanics/spells/Spells/Level 7/Deity's Strike.md b/content/mechanics/spells/Spells/Level 7/Deity's Strike.md new file mode 100644 index 000000000..f1dd0d19a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Deity's Strike.md @@ -0,0 +1,38 @@ +--- +name: Deity's Strike +alias: Deity's Strike +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/divine +level: 7 +school: evocation +type: attack +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +traits: + - common + - force + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals 7d12 force damage, or double damage on a critical hit. + +After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful). Your target and any other creatures within the area of the spell take 5d6 damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave. +**Heightened (9th)** The force damage increases by 1d12 and the alignment damage increases by 1d6. (6d6) diff --git a/content/Mechanics/Spells/Spells/Level 7/Dimensional Lock.md b/content/mechanics/spells/Spells/Level 7/Dimensional Lock.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 7/Dimensional Lock.md rename to content/mechanics/spells/Spells/Level 7/Dimensional Lock.md index 4edbab843..394c05bc3 100644 --- a/content/Mechanics/Spells/Spells/Level 7/Dimensional Lock.md +++ b/content/mechanics/spells/Spells/Level 7/Dimensional Lock.md @@ -26,18 +26,15 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==uncommon== | ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Area** `=this.area` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Divine Decree.md b/content/mechanics/spells/Spells/Level 7/Divine Decree.md new file mode 100644 index 000000000..781bc4477 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Divine Decree.md @@ -0,0 +1,47 @@ +--- +name: Divine Decree +alias: Divine Decree +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine +level: 7 +school: evocation +type: save +traditions: [divine] +bloodline: angelic, demonic, diabolic +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 40 feet +area: 40-foot emanation +source: "Pathfinder Core Rulebook" +duration: varies +save: fortitude +basic: false +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is [[Enfeebled]] 2 for 1 minute. +**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. + + +**Heightened (+1)** The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2. diff --git a/content/mechanics/spells/Spells/Level 7/Divine Vessel.md b/content/mechanics/spells/Spells/Level 7/Divine Vessel.md new file mode 100644 index 000000000..3635c4291 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Divine Vessel.md @@ -0,0 +1,48 @@ +--- +name: Divine Vessel +alias: Divine Vessel +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 7 +school: transmutation +type: utility +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - morph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==morph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. + +If 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. + + +40 temporary Hit Points. + +A fly Speed equal to your Speed. +Weakness 10 to the alignment opposite the one you chose. +A +1 status bonus to saves against spells. +Darkvision. +Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type. +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. + +**Heightened (9th)** The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes. diff --git a/content/mechanics/spells/Spells/Level 7/Duplicate Foe.md b/content/mechanics/spells/Spells/Level 7/Duplicate Foe.md new file mode 100644 index 000000000..e179c27ff --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Duplicate Foe.md @@ -0,0 +1,47 @@ +--- +name: Duplicate Foe +alias: Duplicate Foe +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: conjuration +type: save +traditions: [arcane, occult] +deities: Brigh +bloodline: shadow +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +target: 1 enemy of level 15 or lower +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +save: fortitude +basic: false +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**Critical Success** You fail to create a duplicate. +**Success** The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. +**Failure** The duplicate works as described. +**Heightened (+1)** The level of creature you can target increases by 2. The duplicate has 10 more HP. diff --git a/content/mechanics/spells/Spells/Level 7/Eclipse Burst.md b/content/mechanics/spells/Spells/Level 7/Eclipse Burst.md new file mode 100644 index 000000000..5d1cce916 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Eclipse Burst.md @@ -0,0 +1,49 @@ +--- +name: Eclipse Burst +alias: Eclipse Burst +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 7 +school: necromancy +type: save +traditions: [arcane, divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +area: 60-foot burst +source: "Pathfinder Core Rulebook" +save: reflex +basic: false +traits: + - common + - cold + - darkness + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==cold== | ==darkness== | ==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus 8d4 additional negative damage to living creatures. Each creature 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. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage. +**Critical Failure** The creature takes double damage and becomes [[Blinded]] by the darkness for an unlimited duration. + + +**Heightened (+1)** The cold damage increases by 1d10 and the negative damage against the living increases by 1d4. diff --git a/content/Mechanics/Spells/Spells/Level 7/Energy Aegis.md b/content/mechanics/spells/Spells/Level 7/Energy Aegis.md similarity index 55% rename from content/Mechanics/Spells/Spells/Level 7/Energy Aegis.md rename to content/mechanics/spells/Spells/Level 7/Energy Aegis.md index 2133eda87..ca17d87df 100644 --- a/content/Mechanics/Spells/Spells/Level 7/Energy Aegis.md +++ b/content/mechanics/spells/Spells/Level 7/Energy Aegis.md @@ -29,21 +29,17 @@ components: - material - somatic - verbal -description: > - 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. - - **Heightened (9th)** The resistances increase to 10. --- # `=this.name` ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Spell List**: `=this.spelllist` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` *** -`=this.description` \ No newline at end of file +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. +**Heightened (9th)** The resistances increase to 10. diff --git a/content/mechanics/spells/Spells/Level 7/Entrancing Eyes.md b/content/mechanics/spells/Spells/Level 7/Entrancing Eyes.md new file mode 100644 index 000000000..89b3ccd9e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Entrancing Eyes.md @@ -0,0 +1,47 @@ +--- +name: Entrancing Eyes +alias: Entrancing Eyes +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane +level: 7 +school: enchantment +type: save +traditions: [arcane] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot emanation +source: "Pathfinder #154: Siege of the Dinosaurs" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - uncommon + - mental + - visual + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==mental== | ==visual== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Your eyes glow with an entrancing radiance that captivates those who meet your gaze. Any creature that ends its turn within the emanation must attempt a Will save. +**Critical Success** The target is unaffected and becomes immune to this particular casting of the spell. +**Success** The target is unaffected. +**Failure** Until the end of its next turn, the target is [[Stupefied]] 2 and [[Fascinated]]. +**Critical Failure** Until the end of its next turn, the target is [[Stupefied]] 4, Fascinated, and can't take reactions. In addition, all creatures and objects other than you are [[Concealed]] from the target. + + + +During any round you Sustain the Spell, you can use a single action, which has the manipulate trait, to focus your entrancing eyes on a single creature you can see within 30 feet. This creature must immediately make a Will save against the spell as if it were ending its turn in the emanation. If the creature was already Fascinated by your entrancing eyes before its save, a failed save causes it to be [[Paralyzed]] for 1 round. You can't use this action to focus on the same creature more than once per round. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Ethereal Jaunt.md b/content/mechanics/spells/Spells/Level 7/Ethereal Jaunt.md new file mode 100644 index 000000000..49e057d6c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Ethereal Jaunt.md @@ -0,0 +1,36 @@ +--- +name: Ethereal Jaunt +alias: Ethereal Jaunt +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 7 +school: conjuration +type: utility +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - uncommon + - teleportation + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**Heightened (9th)** You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes. diff --git a/content/Mechanics/Spells/Spells/Level 7/Execute.md b/content/mechanics/spells/Spells/Level 7/Execute.md similarity index 52% rename from content/Mechanics/Spells/Spells/Level 7/Execute.md rename to content/mechanics/spells/Spells/Level 7/Execute.md index d16d48c66..d25b7217e 100644 --- a/content/Mechanics/Spells/Spells/Level 7/Execute.md +++ b/content/mechanics/spells/Spells/Level 7/Execute.md @@ -27,20 +27,16 @@ traits: components: - somatic - verbal -description: > - 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. - - **Heightened (+1)** The damage increases by 10. --- # `=this.name` ==death== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Bloodline** `=this.bloodline` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +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. +**Heightened (+1)** The damage increases by 10. diff --git a/content/mechanics/spells/Spells/Level 7/Fiery Body.md b/content/mechanics/spells/Spells/Level 7/Fiery Body.md new file mode 100644 index 000000000..029aad97f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Fiery Body.md @@ -0,0 +1,41 @@ +--- +name: Fiery Body +alias: Fiery Body +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 7 +school: transmutation +type: utility +traditions: [arcane, primal] +deities: Lubaiko, Moloch, Touch of the Sun +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - fire + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**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. diff --git a/content/mechanics/spells/Spells/Level 7/Force Cage.md b/content/mechanics/spells/Spells/Level 7/Force Cage.md new file mode 100644 index 000000000..4ad013732 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Force Cage.md @@ -0,0 +1,47 @@ +--- +name: Force Cage +alias: Force Cage +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: evocation +type: save +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet; 1 cube 20 feet on each side +area: 20-foot emanation +source: "Pathfinder Advanced Player's Guide" +duration: sustained up to 1 minute +save: reflex +basic: false +traits: + - common + - force + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You create an immobile, invisible prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails. + +The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. + +Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited. + +Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a [[Disintegrate]] spell of any level, or by contact with a Rod of Cancellation or Sphere of Annihilation. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Frigid Flurry.md b/content/mechanics/spells/Spells/Level 7/Frigid Flurry.md new file mode 100644 index 000000000..9137a1235 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Frigid Flurry.md @@ -0,0 +1,42 @@ +--- +name: Frigid Flurry +alias: Frigid Flurry +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 7 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 120-foot line +source: "Pathfinder Secrets of Magic" +save: reflex +basic: true +traits: + - common + - cold + - water + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==cold== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals 9d6 cold damage and 9d6 slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow. +**Heightened (+1)** The cold and slashing damage each increase by 1d6. diff --git a/content/mechanics/spells/Spells/Level 7/Inexhaustible Cynicism.md b/content/mechanics/spells/Spells/Level 7/Inexhaustible Cynicism.md new file mode 100644 index 000000000..1ffeeec1f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Inexhaustible Cynicism.md @@ -0,0 +1,47 @@ +--- +name: Inexhaustible Cynicism +alias: Inexhaustible Cynicism +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 7 +school: enchantment +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: up to 5 creatures +source: "Pathfinder Secrets of Magic" +save: will +basic: false +traits: + - common + - emotion + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to Recall Knowledge, as it becomes convinced it most likely remembered false information, as from a critical failure on a check to Recall Knowledge. + +Finally, the creature takes 6d6 mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn Seeking or otherwise interacting with its surroundings in an attempt to disbelieve the illusions that it feels are obviously surrounding it. +**Critical Success** The creature is unaffected. +**Success** The creature is affected for 1 round. +**Failure** The creature is affected for 1 minute. +**Critical Failure** The creature is affected for 1 hour. diff --git a/content/mechanics/spells/Spells/Level 7/Leng Sting.md b/content/mechanics/spells/Spells/Level 7/Leng Sting.md new file mode 100644 index 000000000..1389b7ce5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Leng Sting.md @@ -0,0 +1,52 @@ +--- +name: Leng Sting +alias: Leng Sting +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: necromancy +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder #160: Assault on Hunting Lodge Seven" +save: fortitude +basic: false +traits: + - uncommon + - poison + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==poison== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You use the power of nightmares to magically replicate the venomous attack of the aberrant and cunning Leng spiders. You deal 2d6 piercing damage to the touched creature and afflict it with Leng spider venom. If the target takes piercing damage, they must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target takes 2d6 poison damage. +**Failure** The target is afflicted with Leng Spider Venom at stage 1. +**Critical Failure** The target is afflicted with Leng spider venom at stage 2. + + + +**Leng Spider Venom (incapacitation, poison) Level 13** + +Maximum Duration 6 rounds +Stage 1 2d6 poison damage and [[Drained]] 1 (1 round) +Stage 2 3d6 poison damage and [[Drained]] 2 (1 round) +Stage 3 4d6 poison damage, [[Drained]] 2, and [[Confused]] (1 round) diff --git a/content/mechanics/spells/Spells/Level 7/Magnificent Mansion.md b/content/mechanics/spells/Spells/Level 7/Magnificent Mansion.md new file mode 100644 index 000000000..a06756e9f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Magnificent Mansion.md @@ -0,0 +1,44 @@ +--- +name: Magnificent Mansion +alias: Magnificent Mansion +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: conjuration +type: utility +traditions: [arcane, occult] +deities: Abadar, Adanye, Findeladlara, Isis, Mammon +time: 1 minute +pf2etime: "" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - uncommon + - extradimensional + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==extradimensional== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Mask of Terror.md b/content/mechanics/spells/Spells/Level 7/Mask of Terror.md new file mode 100644 index 000000000..5dbe93cef --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Mask of Terror.md @@ -0,0 +1,54 @@ +--- +name: Mask of Terror +alias: Mask of Terror +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 7 +school: illusion +type: utility +traditions: [arcane, occult, primal] +deities: Jaidz, Urgathoa +bloodline: draconic, wyrmblessed +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: will +basic: false +traits: + - common + - emotion + - fear + - mental + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==fear== | ==mental== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Success** The creature is unaffected. +**Failure** The creature becomes [[Frightened]] 2 before using its action. +**Critical Failure** The creature becomes [[Frightened]] 2, and its action fails and is wasted. + + +**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. diff --git a/content/mechanics/spells/Spells/Level 7/Maze of Locked Doors.md b/content/mechanics/spells/Spells/Level 7/Maze of Locked Doors.md new file mode 100644 index 000000000..e121e64d1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Maze of Locked Doors.md @@ -0,0 +1,46 @@ +--- +name: Maze of Locked Doors +alias: Maze of Locked Doors +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: conjuration +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder #158: Sixty Feet Under" +duration: sustained +save: will +basic: false +traits: + - uncommon + - extradimensional + - incapacitation + - teleportation + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==extradimensional== | ==incapacitation== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +The target of your spell is drawn into a long, twisting, extradimensional hallway blocked at 30-foot intervals with high-grade darkwood doors (Hardness 20, HP 80, BT 40, DC30 Athletics check to Force Open) secured with Lock (Average) (DC25 Thievery check to unlock), 4 successful checks required). A creature trapped within this hallway can escape only when the spell expires, or when they successfully pass through the number of doors determined by their save, either by breaking through the doors or picking the locks (or any combination of these, if the target must pass through multiple doors to escape). Teleportation effects of 6th level or lower are automatically suppressed within the extradimensional hallway; higher-level teleportation effects require the caster to succeed at a counteract check against your spell DC or they fail. +**Critical Success** The target is unaffected. +**Success** The target is trapped for 1 round, or until it bypasses 1 door. +**Failure** The target is trapped for 1 minute, or until it bypasses 2 doors. +**Critical Failure** The target it trapped for 10 minutes, or until it bypasses 3 doors. diff --git a/content/mechanics/spells/Spells/Level 7/Momentary Recovery.md b/content/mechanics/spells/Spells/Level 7/Momentary Recovery.md new file mode 100644 index 000000000..661c3706e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Momentary Recovery.md @@ -0,0 +1,35 @@ +--- +name: Momentary Recovery +alias: Momentary Recovery +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: conjuration +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +source: "Pathfinder Dark Archive" +traits: + - common + - teleportation + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +*** +You instantly teleport yourself and any items you're wearing or holding from your current space to a clear space within range that you can see. If this teleportation would bring another creature with you-even if you're carrying it in an extradimensional container-the spell is lost. After you vanish but before you arrive, you can take up to 2 actions (or the number of actions you spent to cast momentary recovery, if it was fewer than 2 actions). You can't target any other creatures or objects with anything during these actions and any effect with a duration that you create during these actions ends immediately when you arrive. After you arrive, you are [[Slowed]] 1 until the end of your next turn. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Moonburst.md b/content/mechanics/spells/Spells/Level 7/Moonburst.md new file mode 100644 index 000000000..154895704 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Moonburst.md @@ -0,0 +1,50 @@ +--- +name: Moonburst +alias: Moonburst +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 7 +school: evocation +type: save +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +area: 60-foot burst +source: "Pathfinder #172: Secrets of the Temple-City" +save: reflex +basic: false +traits: + - uncommon + - cold + - light + - positive + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==cold== | ==light== | ==positive== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +A powerful globe of chilling moonlight explodes in the area, dealing 8d10 cold damage to creatures and objects in the area, plus 8d10 positive damage to undead creatures. + +Moonburst's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. Each creature and object in the area must attempt a Reflex save. +**Critical Success** The creature or object is unaffected. +**Success** The creature or object takes half damage. +**Failure** The creature or object takes full damage. +**Critical Failure** The creature or object takes full damage. If it's a creature, it's [[Blinded]] for an unlimited duration. If the globe overlaps with an area of magical darkness, moonburst attempts to counteract the darkness effect. + + +**Heightened (+1)** The cold damage increases by 1d10, and the positive damage against undead increases by 1d10 positive{1d10 positive damage}. diff --git a/content/mechanics/spells/Spells/Level 7/Plane Shift.md b/content/mechanics/spells/Spells/Level 7/Plane Shift.md new file mode 100644 index 000000000..a8c11715c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Plane Shift.md @@ -0,0 +1,41 @@ +--- +name: Plane Shift +alias: Plane Shift +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult + - pf2e/tradition/primal +level: 7 +school: conjuration +type: utility +traditions: [arcane, divine, occult, primal] +spelllist: elemental +time: 10 minutes +pf2etime: "" +range: touch +target: 1 willing creature, or up to 8 willing creatures joining hands +source: "Pathfinder Core Rulebook" +traits: + - uncommon + - teleportation + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Possession.md b/content/mechanics/spells/Spells/Level 7/Possession.md new file mode 100644 index 000000000..f6362aecb --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Possession.md @@ -0,0 +1,50 @@ +--- +name: Possession +alias: Possession +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 7 +school: necromancy +type: save +traditions: [occult] +deities: Fumeiyoshi +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 living creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: will +basic: false +traits: + - uncommon + - incapacitation + - mental + - possession + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==incapacitation== | ==mental== | ==possession== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The target is unaffected. +**Success** You possess the target but can't control it. You ride along in the body while the spell lasts. +**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. +**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. + + +**Heightened (9th)** The duration is 10 minutes, and you can physically enter the creature's body, protecting your physical body while the spell lasts. diff --git a/content/mechanics/spells/Spells/Level 7/Power Word Blind.md b/content/mechanics/spells/Spells/Level 7/Power Word Blind.md new file mode 100644 index 000000000..c31a70994 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Power Word Blind.md @@ -0,0 +1,45 @@ +--- +name: Power Word Blind +alias: Power Word Blind +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/arcane +level: 7 +school: enchantment +type: utility +traditions: [arcane] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: varies +traits: + - uncommon + - auditory + - mental + - enchantment +components: + - verbal +--- +# `=this.name` +==uncommon== | ==auditory== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. + +**11th or Lower** The target is Blinded permanently. + +**12th-13th** The target is Blinded for 1d4 minutes. +**14th or Higher** The target is [[Dazzled]] for 1 minute. + + +**Heightened (+1)** The levels at which each outcome applies increase by 2. diff --git a/content/mechanics/spells/Spells/Level 7/Prismatic Armor.md b/content/mechanics/spells/Spells/Level 7/Prismatic Armor.md new file mode 100644 index 000000000..d0f10f0de --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Prismatic Armor.md @@ -0,0 +1,38 @@ +--- +name: Prismatic Armor +alias: Prismatic Armor +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: abjuration +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 willing creature +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You wrap the target in armor made of multicolored light. It functions as [[Chromatic Armor]] that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is [[Blinded]] rather than [[Dazzled]]. +**Heightened (9th)** The resistances increase to 10 each. diff --git a/content/mechanics/spells/Spells/Level 7/Prismatic Spray.md b/content/mechanics/spells/Spells/Level 7/Prismatic Spray.md new file mode 100644 index 000000000..497249eee --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Prismatic Spray.md @@ -0,0 +1,86 @@ +--- +name: Prismatic Spray +alias: Prismatic Spray +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: evocation +type: utility +traditions: [arcane, occult] +bloodline: imperial +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot cone +source: "Pathfinder Core Rulebook" +traits: + - common + - light + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==light== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +*** +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 + + +1d8 + +Color +Save +Effects (Traits) + +1 +Red +Reflex +50 fire damage (fire) + +2 +Orange +Reflex +60 acid damage (acid) + +3 +Yellow +Reflex +70 electricity damage (electricity) + +4 +Green +Fortitude +30 poison damage and [[Enfeebled]] 1 for 1 minute (poison) + +5 +Blue +Fortitude +Affected as if by [[Flesh to Stone]] + +6 +Indigo +Will +Confused, as the [[Warp Mind]] spell (mental) + +7 +Violet +Will +Slowed for 1 minute; if a critical failure, sent to another plane, as [[Plane Shift]] (teleportation) + +8 +Potent beam + +Affected by two beams - roll twice, rerolling any duplicates or results of 8 \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Project Image.md b/content/mechanics/spells/Spells/Level 7/Project Image.md new file mode 100644 index 000000000..2aa4fee36 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Project Image.md @@ -0,0 +1,40 @@ +--- +name: Project Image +alias: Project Image +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Nyarlathotep (The Crawling Chaos) +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - mental + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. +**Heightened (+2)** The maximum duration you can Sustain the Spell increases to 10 minutes. diff --git a/content/mechanics/spells/Spells/Level 7/Regenerate.md b/content/mechanics/spells/Spells/Level 7/Regenerate.md new file mode 100644 index 000000000..eee818a3b --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Regenerate.md @@ -0,0 +1,40 @@ +--- +name: Regenerate +alias: Regenerate +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 7 +school: necromancy +type: heal +traditions: [divine, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 willing living creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - healing + - positive + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==healing== | ==positive== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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]] condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 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. +**Heightened (9th)** The regeneration increases to 20. diff --git a/content/mechanics/spells/Spells/Level 7/Retrocognition.md b/content/mechanics/spells/Spells/Level 7/Retrocognition.md new file mode 100644 index 000000000..9cab73d18 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Retrocognition.md @@ -0,0 +1,38 @@ +--- +name: Retrocognition +alias: Retrocognition +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/occult +level: 7 +school: divination +type: utility +traditions: [occult] +deities: Dwarven Pantheon, Pillars of Knowledge, Zohls +time: 1 minute +pf2etime: "" +source: "Pathfinder Core Rulebook" +duration: sustained +traits: + - common + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. +**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. +**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. diff --git a/content/mechanics/spells/Spells/Level 7/Return To Essence.md b/content/mechanics/spells/Spells/Level 7/Return To Essence.md new file mode 100644 index 000000000..da9c65f59 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Return To Essence.md @@ -0,0 +1,41 @@ +--- +name: Return To Essence +alias: Return To Essence +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 7 +school: abjuration +type: utility +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: one magically sealed or warded doorway or chest +source: "Pathfinder #173: Doorway to the Red Star" +traits: + - rare + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You unravel the magic of a spell that affects a container, door, or lock, converting it into energy you can repurpose to power your own spells. + +Attempt a counteract check against the target spell or magical effect that wards or seals a doorway or chest, such as [[Lock]], or against a spell or effect that deals damage or delivers secondary effects when it's opened, such as [[Glyph of Warding]]. If you succeed, you recover its energy, restoring one of your expended spell slots of 3rd level or lower. +**Heightened (8th)** You can restore an expended spell slot of 4th level or lower. +**Heightened (9th)** You can restore an expended spell slot of 5th level or lower. +**Heightened (10th)** You can restore an expended spell slot of 6th level or lower. diff --git a/content/mechanics/spells/Spells/Level 7/Reverse Gravity.md b/content/mechanics/spells/Spells/Level 7/Reverse Gravity.md new file mode 100644 index 000000000..5a8d06cff --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Reverse Gravity.md @@ -0,0 +1,39 @@ +--- +name: Reverse Gravity +alias: Reverse Gravity +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: evocation +type: utility +traditions: [arcane, occult] +deities: Otolmens +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - uncommon + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Shadow Raid.md b/content/mechanics/spells/Spells/Level 7/Shadow Raid.md new file mode 100644 index 000000000..6cf9d1668 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Shadow Raid.md @@ -0,0 +1,44 @@ +--- +name: Shadow Raid +alias: Shadow Raid +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: illusion +type: save +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 30-foot burst +source: "Pathfinder Secrets of Magic" +duration: 1 minute +save: reflex +basic: true +traits: + - common + - shadow + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==shadow== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you Cast the Spell take 6d8 bludgeoning, piercing, or slashing damage, with a basic Reflex save or basic Will save save, as shadows explode into being. You choose the damage type when you Cast the Spell, and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing 3d8 damage of the type you chose to any enemy that ends its turn in the area. All creatures are [[Concealed]] to enemies in the area, as the illusory shadows swarm over them and block light. + +A creature that spends an action to Seek or otherwise interact with the shadow raid can attempt a Perception check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends. +**Heightened (9th)** The initial damage increases by 2d8, and the damage to a creature that ends its turn in the area increases by 1d8 (4d8). diff --git a/content/mechanics/spells/Spells/Level 7/Spell Turning.md b/content/mechanics/spells/Spells/Level 7/Spell Turning.md new file mode 100644 index 000000000..e1a5ba985 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Spell Turning.md @@ -0,0 +1,35 @@ +--- +name: Spell Turning +alias: Spell Turning +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane +level: 7 +school: abjuration +type: utility +traditions: [arcane] +deities: Abraxas +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - uncommon + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Sunburst.md b/content/mechanics/spells/Spells/Level 7/Sunburst.md new file mode 100644 index 000000000..0aa8eb76d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Sunburst.md @@ -0,0 +1,50 @@ +--- +name: Sunburst +alias: Sunburst +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 7 +school: evocation +type: save +traditions: [divine, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +area: 60-foot burst +source: "Pathfinder Core Rulebook" +save: reflex +basic: false +traits: + - common + - fire + - light + - positive + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==light== | ==positive== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +A powerful globe of searing sunlight explodes in the area, dealing 8d10 fire damage to all creatures 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. +**Critical Success** The creature or object is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage. +**Critical Failure** The creature takes full damage. If it's a creature, it becomes [[Blinded]] permanently. + + +**Heightened (+1)** The fire damage increases by 1d10, and the positive damage against undead increases by 1d10. diff --git a/content/mechanics/spells/Spells/Level 7/Telekinetic Bombardment.md b/content/mechanics/spells/Spells/Level 7/Telekinetic Bombardment.md new file mode 100644 index 000000000..8db855df6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Telekinetic Bombardment.md @@ -0,0 +1,45 @@ +--- +name: Telekinetic Bombardment +alias: Telekinetic Bombardment +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: evocation +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +area: 10-foot burst +source: "Pathfinder Dark Archive" +save: reflex +basic: false +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +You grasp a piece of the landscape-such as a tree, carriage, or piece of masonry-and lob it in your foe's direction. Your missile crashes down in either a 10-foot burst (for most missiles) or a 30-foot line (for something long and tall, like a tree or a ship's mast), dealing 14d6 bludgeoning damage and turning its area into difficult terrain as it breaks into rubble. All creatures in the area must attempt a Reflex save. If the area is a line, it doesn't have to start from your square but can instead start anywhere in range, as long as the entire area remains within range. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is knocked [[Prone]]. +**Critical Failure** The creature takes double damage, is knocked prone, and is [[Stunned]] 1. + + +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 7/Tempest of Shades.md b/content/mechanics/spells/Spells/Level 7/Tempest of Shades.md new file mode 100644 index 000000000..c1670ce0d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Tempest of Shades.md @@ -0,0 +1,57 @@ +--- +name: Tempest of Shades +alias: Tempest of Shades +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 7 +school: necromancy +type: save +traditions: [arcane, divine, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 100 feet +source: "Pathfinder Secrets of Magic" +duration: until the end of your next turn +save: fortitude +basic: false +traits: + - common + - incarnate + - necromancy +components: + - material + - somatic + - verbal +--- +# `=this.name` +==incarnate== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. + +**Arrive** ([[negative]]) **Vortex of Death** Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects. + + +**Critical Success** The creature is unaffected +**Success** The creature is [[Drained]] 1. +**Failure** The creature is [[Drained]] 2. +**Critical Failure** The creature is [[Drained]] 3. + + +**Depart** ([[emotion]], [[fear]], [[mental]]) **Howl of Eternity** The vengeful dead lets out an anguished scream. All your enemies within a 100-foot emanation must attempt Will saves with the following effects. + +**Critical Success** The creature is unaffected. +**Success** The creature is [[Frightened]] 1. +**Failure** The creature is [[Frightened]] 3. +**Critical Failure** The creature is frightened 3. It's also [[Fleeing]] for 1 round or until it's no longer frightened, whichever comes first. diff --git a/content/mechanics/spells/Spells/Level 7/Time Beacon.md b/content/mechanics/spells/Spells/Level 7/Time Beacon.md new file mode 100644 index 000000000..5d57b2ac5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Time Beacon.md @@ -0,0 +1,35 @@ +--- +name: Time Beacon +alias: Time Beacon +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: divination +type: utility +traditions: [arcane, occult] +deities: Shyka, Yog-Sothoth +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +source: "Pathfinder Lost Omens: Gods & Magic" +duration: until the end of your turn +traits: + - common + - divination +components: + - material +--- +# `=this.name` +==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You create a beacon in time, intending to return to it if things go wrong. You can cast time beacon on only your turn. Keep careful track of everything that happens this turn after you cast time beacon. At the end of your turn, you can choose to rewind time back to just after you cast time beacon, removing all effects of your turn since then. Curses, traps, and other harmful effects that happen during your turn might prevent you from returning to the beacon if they are powerful enough. If you suffered any harmful effects during your turn after casting time beacon, to return to your beacon, time beacon attempts a counteract check against each such effect. If it fails at any of these checks, you can't return. After returning to the time beacon, the spell ends. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/True Target.md b/content/mechanics/spells/Spells/Level 7/True Target.md new file mode 100644 index 000000000..9fa9cdc18 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/True Target.md @@ -0,0 +1,40 @@ +--- +name: True Target +alias: True Target +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: divination +type: utility +traditions: [arcane, occult] +deities: Demon Bringers +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: 60 feet +target: 4 creatures +source: "Pathfinder Core Rulebook" +duration: until the start of your next turn +traits: + - common + - fortune + - prediction + - divination +components: + - verbal +--- +# `=this.name` +==fortune== | ==prediction== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature 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 designated creature being [[Concealed]] or [[Hidden]]. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 7/Unfettered Pack.md b/content/mechanics/spells/Spells/Level 7/Unfettered Pack.md new file mode 100644 index 000000000..5609eb740 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Unfettered Pack.md @@ -0,0 +1,43 @@ +--- +name: Unfettered Pack +alias: Unfettered Pack +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 7 +school: abjuration +type: utility +traditions: [primal] +deities: The Endless Road, Yuelral +bloodline: nymph +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: up to 10 creatures +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. +**Heightened (9th)** The targets also ignore greater difficult terrain from environmental properties. diff --git a/content/mechanics/spells/Spells/Level 7/Visions of Danger.md b/content/mechanics/spells/Spells/Level 7/Visions of Danger.md new file mode 100644 index 000000000..53f4621ad --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Visions of Danger.md @@ -0,0 +1,44 @@ +--- +name: Visions of Danger +alias: Visions of Danger +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 7 +school: illusion +type: save +traditions: [occult] +bloodline: fey +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 500 feet +area: 30-foot burst +source: "Pathfinder Core Rulebook" +duration: 1 minute +save: will +basic: true +traits: + - common + - auditory + - visual + - illusion +components: + - material + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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 (basic Will save) 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. +**Heightened (+1)** The mental damage increases by 1d8. diff --git a/content/mechanics/spells/Spells/Level 7/Volcanic Eruption.md b/content/mechanics/spells/Spells/Level 7/Volcanic Eruption.md new file mode 100644 index 000000000..6839702e4 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Volcanic Eruption.md @@ -0,0 +1,45 @@ +--- +name: Volcanic Eruption +alias: Volcanic Eruption +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 7 +school: evocation +type: save +traditions: [primal] +deities: Yamatsumi +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +save: reflex +basic: false +traits: + - common + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Saving Throw** `=this.save` +*** +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.**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and is encased. +**Critical Failure** The creature takes double damage and is encased. +**Heightened (+1)** The damage in the area increases by 2d6, and the damage from the intense heat increases by 1d6. diff --git a/content/mechanics/spells/Spells/Level 7/Warp Mind.md b/content/mechanics/spells/Spells/Level 7/Warp Mind.md new file mode 100644 index 000000000..4a6ed2fb6 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 7/Warp Mind.md @@ -0,0 +1,49 @@ +--- +name: Warp Mind +alias: Warp Mind +tags: + - pf2e/spell + - pf2e/spell/level_7 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 7 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Conqueror Worm, Nethys, Xhamen-Dor +bloodline: aberrant, hag +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +save: will +basic: false +traits: + - common + - emotion + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==emotion== | ==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The target is unaffected. +**Success** The target spends the first action on its next turn with the [[Confused]] condition. +**Failure** The target is Confused for 1 minute. +**Critical Failure** The target is Confused permanently. diff --git a/content/Mechanics/Spells/Spells/Level 8/All is One, One is All.md b/content/mechanics/spells/Spells/Level 8/All is One, One is All.md similarity index 53% rename from content/Mechanics/Spells/Spells/Level 8/All is One, One is All.md rename to content/mechanics/spells/Spells/Level 8/All is One, One is All.md index 4d34d212d..bfe0f5845 100644 --- a/content/Mechanics/Spells/Spells/Level 8/All is One, One is All.md +++ b/content/mechanics/spells/Spells/Level 8/All is One, One is All.md @@ -25,17 +25,14 @@ components: - material - somatic - verbal -description: > - You meld the targets' matter and life force into one and then, in an instant, sift them back out into their component selves. When you separate the targets back into themselves, you can choose to switch the positions of any number of targets with the positions of other targets. Additionally, you can modulate the share of vital essence to share the burden of pain. Distribute the Hit Points of all targets however you choose, except that no target can receive fewer than 1 Hit Point or more than their maximum Hit Points. --- # `=this.name` ==rare== | ==necromancy== -*Source* `=this.source` -**Note** `=this.pfsnote` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Note** `=this.pfsnote` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +You meld the targets' matter and life force into one and then, in an instant, sift them back out into their component selves. When you separate the targets back into themselves, you can choose to switch the positions of any number of targets with the positions of other targets. Additionally, you can modulate the share of vital essence to share the burden of pain. Distribute the Hit Points of all targets however you choose, except that no target can receive fewer than 1 Hit Point or more than their maximum Hit Points. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Antimagic Field.md b/content/mechanics/spells/Spells/Level 8/Antimagic Field.md new file mode 100644 index 000000000..99889eb1c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Antimagic Field.md @@ -0,0 +1,40 @@ +--- +name: Antimagic Field +alias: Antimagic Field +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 8 +school: abjuration +type: utility +traditions: [arcane, divine, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +area: 10-foot emanation +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - rare + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==rare== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Duration** `=this.duration` +*** +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, including yourself. 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Boil Blood.md b/content/mechanics/spells/Spells/Level 8/Boil Blood.md new file mode 100644 index 000000000..5b64766af --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Boil Blood.md @@ -0,0 +1,48 @@ +--- +name: Boil Blood +alias: Boil Blood +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 8 +school: evocation +type: save +traditions: [arcane, primal] +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: false +traits: + - common + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You heat a foe's blood and boil it within its veins. The target takes 10d10 fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can be affected, but a creature with no blood is immune. +**Critical Success** The target is unaffected. +**Success** The target takes half damage. +**Failure** The target takes full damage and is [[Drained]] 2. +**Critical Failure** The target takes double damage and is [[Drained]] 3. + + +**Heightened (+1)** The damage increases by 1d10. diff --git a/content/mechanics/spells/Spells/Level 8/Burning Blossoms.md b/content/mechanics/spells/Spells/Level 8/Burning Blossoms.md new file mode 100644 index 000000000..acff2d182 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Burning Blossoms.md @@ -0,0 +1,51 @@ +--- +name: Burning Blossoms +alias: Burning Blossoms +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 8 +school: enchantment +type: utility +traditions: [arcane, primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +area: 60-foot burst +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - fire + - plant + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==plant== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +Area 30-foot radius, 100-foot tall cylinder + + +An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and grows 100 feet upwards, while its branches extend outwards 30 feet, forming the spell's cylindrical area. The tree then blossoms, growing delicate white flowers that burn with white-hot fire. As the tree's branches gently rustle in the wind, flower petals drift to the ground in a shower of flame. Any creature that ends its turn under the tree's branches takes 6d6 fire damage from the burning petals. Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a will save. This is an emotion, mental, and visual effect. Creatures fascinated with the tree must use at least one of their actions on each of their turns to move toward the tree. +**Critical Success** The creature is unaffected and is temporarily immune for 24 hours. +**Success** The creature is unaffected, but it must attempt a new save at the end of its turn if it can still see the tree. +**Failure** The creature is [[Fascinated]] with the tree until the end of its next turn. If it can still see the tree then, it must attempt a save again. +**Critical Failure** The creature is fascinated with the tree until the spell ends. The tree's fire damage doesn't end the fascination; other hostile actions end it, as normal. If the fascination ends, the creature must attempt a new save at the end of its turn if it can still see the tree. + + +**Heightened (+1)** The damage increases by 1d6 diff --git a/content/mechanics/spells/Spells/Level 8/Canticle of Everlasting Grief.md b/content/mechanics/spells/Spells/Level 8/Canticle of Everlasting Grief.md new file mode 100644 index 000000000..1e865be12 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Canticle of Everlasting Grief.md @@ -0,0 +1,48 @@ +--- +name: Canticle of Everlasting Grief +alias: Canticle of Everlasting Grief +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 8 +school: enchantment +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +duration: varies +save: will +basic: false +traits: + - common + - auditory + - curse + - emotion + - fear + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==curse== | ==emotion== | ==fear== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save. +**Critical Success** The target is unaffected. +**Success** The target takes 5d6 mental damage, is [[Frightened]] 1, and can't benefit from circumstance or status bonuses for 1 round. +**Failure** The target takes 10d6 mental damage, is [[Frightened]] 3, and can't benefit from circumstance or status bonuses for 1 week. +**Critical Failure** The target takes 20d6 mental damage and is [[Frightened]] 4. It can't benefit from circumstance or status bonuses until the curse is broken. While the curse remains, the target's allies are also unable to benefit from circumstance or status bonuses while within 15 feet of it. diff --git a/content/mechanics/spells/Spells/Level 8/Clone Companion.md b/content/mechanics/spells/Spells/Level 8/Clone Companion.md new file mode 100644 index 000000000..7e970cfb8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Clone Companion.md @@ -0,0 +1,41 @@ +--- +name: Clone Companion +alias: Clone Companion +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 8 +school: conjuration +type: utility +traditions: [primal] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 30 feet +target: your companion +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. The duplicate appears adjacent to your companion and has the same statistics. + +Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day. + +The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Deluge.md b/content/mechanics/spells/Spells/Level 8/Deluge.md new file mode 100644 index 000000000..1fe4b574c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Deluge.md @@ -0,0 +1,41 @@ +--- +name: Deluge +alias: Deluge +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 8 +school: evocation +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +source: "Pathfinder #156: The Apocalypse Prophet" +save: reflex +basic: false +traits: + - uncommon + - water + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==water== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Saving Throw** `=this.save` +*** +You unleash a catastrophic downpour in the area that vanishes an instant later. All flying creatures in the area descend 50 feet or until blocked by the ground or firm surface. Each creature whose descent was blocked by the ground or firm surface takes bludgeoning damage equal to the number of feet it fell (the creature does not also take falling damage) and is knocked [[Prone]]. Creatures on the ground, including flying creatures forced to the ground by the spell, must succeed at a Reflex save or be pushed 50 feet away from the center of the area. + +Flimsy structures in the area collapse. The GM can determine other large-scale effects that result from the deluge. +**Heightened (+1)** The area increases by 10 feet, and flying creatures fall an additional 10 feet. diff --git a/content/Mechanics/Spells/Spells/Level 8/Devour Life.md b/content/mechanics/spells/Spells/Level 8/Devour Life.md similarity index 50% rename from content/Mechanics/Spells/Spells/Level 8/Devour Life.md rename to content/mechanics/spells/Spells/Level 8/Devour Life.md index 6b9121365..7c9ddc7c6 100644 --- a/content/Mechanics/Spells/Spells/Level 8/Devour Life.md +++ b/content/mechanics/spells/Spells/Level 8/Devour Life.md @@ -28,17 +28,14 @@ traits: components: - somatic - verbal -description: > - You attempt to utterly consume the target's life force. The target takes 60 negative damage with a basic Fortitude save. If this damage reduces the target to 0 Hit Points, it dies immediately. You regain Hit Points equal to half the negative damage the target takes (after applying resistance and the like). Any excess healing is gained as temporary Hit Points, which you lose after 1 minute. --- # `=this.name` ==uncommon== | ==death== | ==healing== | ==negative== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Basic Saving Throw** `=this.save` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` *** -`=this.description` \ No newline at end of file +You attempt to utterly consume the target's life force. The target takes 60 negative damage with a basic Fortitude save. If this damage reduces the target to 0 Hit Points, it dies immediately. You regain Hit Points equal to half the negative damage the target takes (after applying resistance and the like). Any excess healing is gained as temporary Hit Points, which you lose after 1 minute. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Disappearance.md b/content/mechanics/spells/Spells/Level 8/Disappearance.md new file mode 100644 index 000000000..dc8f70d02 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Disappearance.md @@ -0,0 +1,39 @@ +--- +name: Disappearance +alias: Disappearance +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: illusion +type: utility +traditions: [arcane, occult] +bloodline: shadow +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - illusion +components: + - material + - somatic +--- +# `=this.name` +==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Discern Location.md b/content/mechanics/spells/Spells/Level 8/Discern Location.md new file mode 100644 index 000000000..b7f5b2e42 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Discern Location.md @@ -0,0 +1,38 @@ +--- +name: Discern Location +alias: Discern Location +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 8 +school: divination +type: utility +traditions: [arcane, divine, occult] +time: 10 minutes +pf2etime: "" +range: unlimited +target: 1 creature or object +source: "Pathfinder Core Rulebook" +traits: + - uncommon + - detection + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==detection== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Divine Armageddon.md b/content/mechanics/spells/Spells/Level 8/Divine Armageddon.md new file mode 100644 index 000000000..07519bf2d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Divine Armageddon.md @@ -0,0 +1,42 @@ +--- +name: Divine Armageddon +alias: Divine Armageddon +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine +level: 8 +school: necromancy +type: save +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 60-foot burst +source: "Pathfinder Secrets of Magic" +save: fortitude +basic: true +traits: + - common + - negative + - positive + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==negative== | ==positive== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike. Creatures in the area take 10d6 Negative Damage and 4d6 negative damage instead of dealing alignment damage. A creature harmed by positive damage, such as one with negative healing, takes positive damage instead of negative damage from this spell. + +You can't cast this spell if you don't have a deity. This spell gains the trait corresponding to the alignment damage dealt. +**Heightened (+1)** The damage increases by 1d6 negative damage, 1d6 alignment damage, and 1d6 additional negative and positive damage for a true neutral deity. diff --git a/content/mechanics/spells/Spells/Level 8/Divine Aura.md b/content/mechanics/spells/Spells/Level 8/Divine Aura.md new file mode 100644 index 000000000..556d0eebf --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Divine Aura.md @@ -0,0 +1,45 @@ +--- +name: Divine Aura +alias: Divine Aura +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 8 +school: abjuration +type: utility +traditions: [divine] +bloodline: angelic, demonic, diabolic +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +target: allies in the area +area: 10-foot emanation +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - aura + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==aura== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Divine Inspiration.md b/content/mechanics/spells/Spells/Level 8/Divine Inspiration.md new file mode 100644 index 000000000..ecc3faacd --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Divine Inspiration.md @@ -0,0 +1,37 @@ +--- +name: Divine Inspiration +alias: Divine Inspiration +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 8 +school: enchantment +type: utility +traditions: [divine] +bloodline: wyrmblessed +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 willing creature +source: "Pathfinder Core Rulebook" +traits: + - common + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Dream Council.md b/content/mechanics/spells/Spells/Level 8/Dream Council.md new file mode 100644 index 000000000..12dc93aac --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Dream Council.md @@ -0,0 +1,41 @@ +--- +name: Dream Council +alias: Dream Council +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/illusion + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: illusion +type: utility +traditions: [arcane, occult] +deities: Nyarlathotep (The Crawling Chaos) +time: 10 minutes +pf2etime: "" +range: planetary +target: up to 12 creatures you know by name and have met in person +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - mental + - sleep + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==sleep== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Earthquake.md b/content/mechanics/spells/Spells/Level 8/Earthquake.md new file mode 100644 index 000000000..c00e0d3af --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Earthquake.md @@ -0,0 +1,57 @@ +--- +name: Earthquake +alias: Earthquake +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 8 +school: evocation +type: utility +traditions: [arcane, primal] +deities: Magrim, Zevgavizeb +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +area: 60-foot burst +source: "Pathfinder Core Rulebook" +duration: 1 round +save: reflex +basic: false +traits: + - common + - earth + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==earth== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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 successful DC 15 climb to Climb. + +Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 Flat check for a sturdy structure, DC 14 Flat check for an average structure and most natural formations, DC 9 Flat check 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. +**Critical Success** The creature takes half the collapse damage. +**Success** The creature takes half the collapse damage and falls [[Prone]]. +**Failure** The creature takes the full collapse damage and falls Prone. +**Critical Failure** The creature takes the full collapse damage and falls into a fissure. + +**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. diff --git a/content/mechanics/spells/Spells/Level 8/Falling Sky.md b/content/mechanics/spells/Spells/Level 8/Falling Sky.md new file mode 100644 index 000000000..eb9cddb2d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Falling Sky.md @@ -0,0 +1,43 @@ +--- +name: Falling Sky +alias: Falling Sky +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: evocation +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 30-foot burst +source: "Pathfinder Dark Archive" +save: fortitude +basic: false +traits: + - common + - incapacitation + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save` +*** +Extraordinary telekinetic pressure smashes down through the area, battering creatures within it to the ground. All flying creatures in the area descend to the bottom of the spell's area, taking twice as much bludgeoning damage as if they had fallen the distance moved, to a maximum of 60 falling Damage if they fall 60 feet. They take this falling damage even if the spell's area is entirely in the air and they don't hit the ground, as they concuss against the bottom of the spell's area at great speed. Creatures on the ground and within the spell's area, including flying creatures forced to the ground, must attempt Fortitude saves. +**Critical Success** The creature is unaffected, and if it was flying, it isn't knocked [[Prone]] even though it took falling damage. +**Success** The creature is knocked prone. +**Failure** The creature is knocked prone and [[Stunned]] 2. +**Critical Failure** The creature is knocked prone and [[Stunned]] for 1 round. diff --git a/content/mechanics/spells/Spells/Level 8/Horrid Wilting.md b/content/mechanics/spells/Spells/Level 8/Horrid Wilting.md new file mode 100644 index 000000000..4e68d2e1d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Horrid Wilting.md @@ -0,0 +1,44 @@ +--- +name: Horrid Wilting +alias: Horrid Wilting +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 8 +school: necromancy +type: save +traditions: [arcane, primal] +bloodline: undead +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +target: any number of living creatures +source: "Pathfinder Core Rulebook" +save: fortitude +basic: true +traits: + - common + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save` +*** +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. +**Heightened (+1)** The damage increases by 1d10. diff --git a/content/mechanics/spells/Spells/Level 8/Hypnopompic Terrors.md b/content/mechanics/spells/Spells/Level 8/Hypnopompic Terrors.md new file mode 100644 index 000000000..b886b8797 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Hypnopompic Terrors.md @@ -0,0 +1,45 @@ +--- +name: Hypnopompic Terrors +alias: Hypnopompic Terrors +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 8 +school: illusion +type: save +traditions: [occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: up to 10 creatures +source: "Pathfinder Lost Omens: Monsters of Myth" +save: will +basic: false +traits: + - rare + - emotion + - fear + - incapacitation + - mental + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==emotion== | ==fear== | ==incapacitation== | ==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You send a wave of nightmarish visions crashing over your targets, leaving them [[Paralyzed]] by fear. These visions inflict real wounds on vulnerable targets, dealing 6d12 mental damage. If you target a sleeping creature, it wakes up as it attempts the save but takes one degree of success worse than the result it rolled on its save. +**Critical Success** The target is unaffected. +**Success** The target is [[Frightened]] 2 and takes half the mental damage. +**Failure** The target is frightened 2, is [[Paralyzed]] for 1 round, and takes the full mental damage. +**Critical Failure** The target is frightened 2, is paralyzed for 2 rounds, and takes double the mental damage. diff --git a/content/mechanics/spells/Spells/Level 8/Migration.md b/content/mechanics/spells/Spells/Level 8/Migration.md new file mode 100644 index 000000000..2efac0cab --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Migration.md @@ -0,0 +1,44 @@ +--- +name: Wind Walk +aliases: + - Wind Walk +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 8 +school: transmutation +type: utility +traditions: + - primal +deities: Isis +spelllist: elemental +time: 10 minutes +pf2etime: "" +range: touch +target: you and up to five creatures touched +source: Pathfinder Core Rulebook +duration: 8 hours +traits: + - common + - air + - transmutation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==air== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** + 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Mind Blank.md b/content/mechanics/spells/Spells/Level 8/Mind Blank.md new file mode 100644 index 000000000..ec635e9c0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Mind Blank.md @@ -0,0 +1,37 @@ +--- +name: Mind Blank +alias: Mind Blank +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: abjuration +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - uncommon + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Moment of Renewal.md b/content/mechanics/spells/Spells/Level 8/Moment of Renewal.md new file mode 100644 index 000000000..0e143f786 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Moment of Renewal.md @@ -0,0 +1,38 @@ +--- +name: Moment of Renewal +alias: Moment of Renewal +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/necromancy + - pf2e/spelltype/heal + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 8 +school: necromancy +type: heal +traditions: [divine, primal] +bloodline: nymph, phoenix +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: up to 6 creatures +source: "Pathfinder Core Rulebook" +traits: + - common + - healing + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==healing== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Monstrosity Form.md b/content/mechanics/spells/Spells/Level 8/Monstrosity Form.md new file mode 100644 index 000000000..eca0488a0 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Monstrosity Form.md @@ -0,0 +1,71 @@ +--- +name: Monstrosity Form +alias: Monstrosity Form +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 8 +school: transmutation +type: utility +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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: + +``` +AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. +20 temporary Hit Points. +Darkvision. +One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. 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. +Athletics modifier of +30, unless your own modifier is higher. +``` + +You also gain specific abilities based on the type of monster you choose: +**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 damage; +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. + +**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 damage; +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. + +**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). + +**Heightened (9th)** You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33. diff --git a/content/mechanics/spells/Spells/Level 8/Polar Ray.md b/content/mechanics/spells/Spells/Level 8/Polar Ray.md new file mode 100644 index 000000000..ec093ad9d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Polar Ray.md @@ -0,0 +1,42 @@ +--- +name: Polar Ray +alias: Polar Ray +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 8 +school: evocation +type: attack +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +traits: + - common + - attack + - cold + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==attack== | ==cold== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +*** +You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. Make a spell attack roll against the target. +**Critical Success** The target takes double damage and is [[Drained]] 2 +**Success** The target takes full damage and is [[Drained]] 2 + + +**Heightened (+1)** The damage increases by 2d8 diff --git a/content/mechanics/spells/Spells/Level 8/Power Word Stun.md b/content/mechanics/spells/Spells/Level 8/Power Word Stun.md new file mode 100644 index 000000000..873673622 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Power Word Stun.md @@ -0,0 +1,46 @@ +--- +name: Power Word Stun +alias: Power Word Stun +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/arcane +level: 8 +school: enchantment +type: utility +traditions: [arcane] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: varies +traits: + - uncommon + - auditory + - mental + - enchantment +components: + - verbal +--- +# `=this.name` +==uncommon== | ==auditory== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. + + +**Heightened (+1)** The levels at which each outcome applies increase by 2. diff --git a/content/mechanics/spells/Spells/Level 8/Prismatic Wall.md b/content/mechanics/spells/Spells/Level 8/Prismatic Wall.md new file mode 100644 index 000000000..d2b58a1f3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Prismatic Wall.md @@ -0,0 +1,46 @@ +--- +name: Prismatic Wall +alias: Prismatic Wall +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: abjuration +type: utility +traditions: [arcane, occult] +deities: Yuelral +bloodline: draconic, elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 120 feet +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - light + - abjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==light== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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]] 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Prying Survey.md b/content/mechanics/spells/Spells/Level 8/Prying Survey.md new file mode 100644 index 000000000..b8de8bd94 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Prying Survey.md @@ -0,0 +1,41 @@ +--- +name: Prying Survey +alias: Prying Survey +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: divination +type: utility +traditions: [arcane, occult] +time: 1 minute +pf2etime: "" +area: 120-foot emanation +source: "Pathfinder #156: The Apocalypse Prophet" +duration: 1 hour +traits: + - uncommon + - scrying + - divination +components: + - material + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==scrying== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Duration** `=this.duration` +*** +You create eight invisible, floating eyes, each about 3 inches in diameter, that scan the area around you, transmitting rough impressions of the environment. The eyes constantly examine and send you summaries of their findings. They are solid and can't move through barriers, and they don't follow routes that they fail to find while Searching. Any damage to an eye destroys it. When all eyes are destroyed, the spell ends. + +As a single action, which has the concentrate trait, you can concentrate on a location within the area that an eye can reach. An eye travels to that location, and you Seek visually as if you were there. As an exploration activity, you can travel at half speed while continuing to concentrate on the eyes to gain the benefits of both the Scout and Search activities. With the eyes, you can check everything even if you are traveling faster than 300 feet per minute. The eyes use your Perception modifier. You can have only one prying survey in effect at a time. +**Heightened (10th)** The area increases to a 500-foot emanation. diff --git a/content/mechanics/spells/Spells/Level 8/Punishing Winds.md b/content/mechanics/spells/Spells/Level 8/Punishing Winds.md new file mode 100644 index 000000000..2fd7aa657 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Punishing Winds.md @@ -0,0 +1,39 @@ +--- +name: Punishing Winds +alias: Punishing Winds +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 8 +school: evocation +type: utility +traditions: [primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 100 feet +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - air + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==air== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 8/Quandary.md b/content/mechanics/spells/Spells/Level 8/Quandary.md new file mode 100644 index 000000000..92b4493a5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Quandary.md @@ -0,0 +1,46 @@ +--- +name: Maze +alias: Maze +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: conjuration +type: utility +traditions: [arcane, occult] +deities: Baphomet, Nethys +bloodline: imperial +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: sustained +traits: + - common + - extradimensional + - teleportation + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==extradimensional== | ==teleportation== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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.**Critical Success** The target escapes and the spell ends. +**Success** The target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends. +**Failure** The target makes no progress toward escape. +**Critical Failure** The target makes no progress toward escape, and if it was on the right path, it no longer is. diff --git a/content/mechanics/spells/Spells/Level 8/Scintillating Pattern.md b/content/mechanics/spells/Spells/Level 8/Scintillating Pattern.md new file mode 100644 index 000000000..8d8d25f28 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Scintillating Pattern.md @@ -0,0 +1,46 @@ +--- +name: Scintillating Pattern +alias: Scintillating Pattern +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: illusion +type: save +traditions: [arcane, occult] +deities: Nalinivati +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 20-foot burst +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - common + - incapacitation + - visual + - illusion +components: + - material + - somatic +--- +# `=this.name` +==incapacitation== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Success** The creature is unaffected. +**Failure** The creature is [[Confused]] for 1d4 rounds. +**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. diff --git a/content/mechanics/spells/Spells/Level 8/Spirit Song.md b/content/mechanics/spells/Spells/Level 8/Spirit Song.md new file mode 100644 index 000000000..4d10f39df --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Spirit Song.md @@ -0,0 +1,40 @@ +--- +name: Spirit Song +alias: Spirit Song +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 8 +school: necromancy +type: save +traditions: [occult] +bloodline: psychopomp +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 60-foot cone +source: "Pathfinder Core Rulebook" +save: fortitude +basic: true +traits: + - common + - force + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save` +*** +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. +**Heightened (+1)** The damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 8/Spiritual Epidemic.md b/content/mechanics/spells/Spells/Level 8/Spiritual Epidemic.md new file mode 100644 index 000000000..8f76b4372 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Spiritual Epidemic.md @@ -0,0 +1,46 @@ +--- +name: Spiritual Epidemic +alias: Spiritual Epidemic +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 8 +school: necromancy +type: save +traditions: [divine, occult] +bloodline: hag +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: varies +save: will +basic: false +traits: + - common + - curse + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==curse== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. +**Critical Success** The target is unaffected. +**Success** The target is [[Enfeebled]] 2 and [[Stupefied]] 2 for 1 round. +**Failure** The target is [[Enfeebled]] 2 and [[Stupefied]] 2 for 1 minute and [[Enfeebled]] 1 and [[Stupefied]] 1 permanently. +**Critical Failure** The target is [[Enfeebled]] 2 and [[Stupefied]] 3 for 1 minute and [[Enfeebled]] 2 and [[Stupefied]] 2 permanently. diff --git a/content/mechanics/spells/Spells/Level 8/Summon Archmage.md b/content/mechanics/spells/Spells/Level 8/Summon Archmage.md new file mode 100644 index 000000000..c449d2699 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Summon Archmage.md @@ -0,0 +1,43 @@ +--- +name: Summon Archmage +alias: Summon Archmage +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane +level: 8 +school: conjuration +type: save +traditions: [arcane] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 100 feet +source: "Pathfinder Secrets of Magic" +duration: until the end of your next turn +save: will +basic: false +traits: + - common + - incarnate + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==incarnate== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet. + +**Arrive** ([[evocation]], [[force]]) **Archmage's Amplification** The archmage arrives in a fierce burst of magical force, automatically dealing 3d4+3 force damage to up to 5 creatures it chooses within 100 feet of it. Like [[Magic Missiles]], this can be blocked by the [[Shield]] spell. The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage's influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster's turn), it doesn't decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell's maximum duration was 3 rounds or longer. + +**Depart** ([[abjuration]]) **Archmage's Rebuke** The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is [[Stupefied]] 2 for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell. diff --git a/content/mechanics/spells/Spells/Level 8/Summon Deific Herald.md b/content/mechanics/spells/Spells/Level 8/Summon Deific Herald.md new file mode 100644 index 000000000..803158de3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Summon Deific Herald.md @@ -0,0 +1,76 @@ +--- +name: Summon Deific Herald +alias: Summon Deific Herald +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 8 +school: conjuration +type: utility +traditions: [divine] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 100 feet +source: "Pathfinder Secrets of Magic" +duration: until the end of your next turn +traits: + - common + - incarnate + - conjuration +components: + - material + - somatic + - verbTheal +--- +# `=this.name` +==incarnate== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity's alignment. + +**Lawful Good** + +**Arrive** ([[enchantment]], [[good]], [[lawful]]) **Aura of Retribution** While within 100 feet of the herald, you and your allies gain the champion's Retributive Strike reaction; +**Depart** **Holy Smite** The herald casts 5th-level [[Divine Wrath]] (choosing good) in a 100-foot emanation. + + +**Neutral Good** +**Arrive** (enchantment, good) **Aura of Redemption** While within 100 feet of the herald, you and your allies gain the champion's Glimpse of Redemption reaction; +**Depart** **Merciful Healing** The herald casts the 3-action version of 5th-level [[Heal]] with a radius of 100 feet. This spell targets only you and your allies. + +**Chaotic Good** +**Arrive** ([[chaotic]], [[enchantment]], [[good]]) **Aura of Liberation** While within 100 feet of the herald, you and your allies gain the champion's Liberating Step reaction; + +**Depart** **Radiating Freedom** The herald affects you and all your allies within 100 feet with [[Freedom of Movement]]. The duration is reduced to 3 rounds. + +**Lawful Neutral** +**Arrive** ([[abjuration]], [[lawful]]) **Defy Chaos** You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; +**Depart** **Order's Wrath** The herald casts 5th-level [[Divine Wrath]] (choosing lawful) in a 100-foot emanation + +**Neutral** +**Arrive** ([[transmutation]]) **Quickening Ripple** You and each ally within 100 feet of the herald are [[Quickened]] while the herald is present, and can use the additional action to Step, Stride, or Strike; +**Depart** **Sapping Beam** The herald casts 6th-level [[Enervation]] in a 100‑foot line. + +**Chaotic Neutral** +**Arrive** ([[abjuration]], [[chaotic]]) **Defy Law** You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; +**Depart** **Chaos Hammer** The herald casts 5th-level [[Divine Wrath]] (choosing chaotic) in a 100-foot emanation. + +**Lawful Evil** +**Arrive** **Aura of Iron** While within 100 feet of the herald, you and your allies gain the champion's Iron Command reaction; +**Depart** **Unholy Blight** The herald casts 5th-level [[Divine Wrath]] (choosing evil) in a 100‑foot emanation. + +**Neutral Evil** +**Arrive** **Aura of Selfishness** While within 100 feet of the herald, you and your allies gain the champion's Selfish Shield reaction; +**Depart** **Infinite Despair** The herald casts 5th-level [[Crushing Despair]] in a 100-foot cone. + +**Chaotic Evil** +**Arrive** **Aura of Vengeance** While within 100 feet of the herald, you and your allies gain the champion's Destructive Vengeance reaction; +**Depart** **Weapon Hurricane** The herald casts 5th-level [[Weapon Storm]] in a 100-foot cone, using d12 for the die size. diff --git a/content/mechanics/spells/Spells/Level 8/Summon Irii.md b/content/mechanics/spells/Spells/Level 8/Summon Irii.md new file mode 100644 index 000000000..814dfe91c --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Summon Irii.md @@ -0,0 +1,48 @@ +--- +name: Summon Irii +alias: Summon Irii +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: conjuration +type: utility +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 100 feet +source: "Pathfinder Dark Archive" +duration: until the end of your next turn +traits: + - rare + - incarnate + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==rare== | ==incarnate== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You cast your spell, whisper your words of power, and find that an irii is already here-indeed, they have always been here, and always were, and always will be. The temporal being occupies the space of a Medium creature and has a Speed of 60 feet and a fly Speed of 60 feet. When you Cast this Spell, choose whether it summons a fate irii or a fortune irii. + +**Fate** The fate stands before you with its stained-glass wings and animal-headed gaze, floating eyes circling about it + +**Arrive** ([[divination]], [[fortune]], [[lawful]], [[prediction]])**Decree the Immutability of Time** While within 30 feet of the fate, you and your allies who roll below 10 on a d20 for an attack roll, Perception check, saving throw, or skill check get a 10 instead +**Depart** ([[divination]], [[misfortune]], [[prediction]]) **Observe the Inevitability of Destiny** Each enemy within a 30-foot emanation must attempt a Will save. If a creature fails its save, until the end of its next turn, any time it rolls above 10 on a d20 for an attack roll, Perception check, saving throw, or skill check, it gets a 10 instead. + + +**Fortune** The fortune stands before you with its golden horns and moth-scale wings, a sly smirk on its elfin face +**Arrive** ([[chaotic]], [[divination]], [[fortune]], [[prediction]]) **Decree the Chaos of Infinity** While within 30 feet of the fortune, you and your allies roll twice and take the higher roll on all damage rolls, Perception checks, and saving throws +**Depart** ([[divination]], [[misfortune]], [[prediction]]) **Sunder Eternity's Authority** Each enemy within a 30-foot emanation must attempt a Will save. A creature that fails its save must roll twice and take the lower result on all damage rolls, Perception checks, and saving throws until the end of its next turn. diff --git a/content/mechanics/spells/Spells/Level 8/Uncontrollable Dance.md b/content/mechanics/spells/Spells/Level 8/Uncontrollable Dance.md new file mode 100644 index 000000000..f7af71e20 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Uncontrollable Dance.md @@ -0,0 +1,48 @@ +--- +name: Uncontrollable Dance +alias: Uncontrollable Dance +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: enchantment +type: save +traditions: [arcane, occult] +deities: Ashava, Hathor, Kofusachi +bloodline: aberrant, fey +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: varies +save: will +basic: false +traits: + - common + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**Critical Success** The target is unaffected. +**Success** The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing. +**Failure** The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing. +**Critical Failure** The spell's duration is 1 minute, and the target must spend all its actions each turn dancing. diff --git a/content/mechanics/spells/Spells/Level 8/Undermine Reality.md b/content/mechanics/spells/Spells/Level 8/Undermine Reality.md new file mode 100644 index 000000000..a81ee9ff5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Undermine Reality.md @@ -0,0 +1,45 @@ +--- +name: Undermine Reality +alias: Undermine Reality +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: illusion +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +target: 1 creature +source: "Pathfinder #156: The Apocalypse Prophet" +duration: varies +save: will +basic: false +traits: + - uncommon + - incapacitation + - shadow + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==incapacitation== | ==shadow== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You lash a target with tendrils of shadow that steal some of its substance, making it quasi-real. As long as it is quasi-real, its Strikes deal half damage, it can't critically succeed at any skill check, and creatures attempting saving throws against its spells and effects get a result one degree of success better than they rolled. The target must attempt a Will saving throw. +**Critical Success** The target is unaffected. +**Success** The target is quasi-real until the end of its next turn. +**Failure** The target is quasi-real for 1 minute. At the end of each of its turns, it can attempt another Will save, ending the spell on a success. +**Critical Failure** The target is quasi-real for an unlimited duration. diff --git a/content/mechanics/spells/Spells/Level 8/Unrelenting Observation.md b/content/mechanics/spells/Spells/Level 8/Unrelenting Observation.md new file mode 100644 index 000000000..8b9b6d44e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Unrelenting Observation.md @@ -0,0 +1,48 @@ +--- +name: Unrelenting Observation +alias: Unrelenting Observation +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 8 +school: divination +type: utility +traditions: [arcane, occult] +deities: Abraxas, Kols +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 100 feet +target: 1 creature or object tracked and up to 5 other willing creatures +area: 20-foot burst +source: "Pathfinder Core Rulebook" +duration: varies +traits: + - common + - scrying + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==scrying== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. +**Critical Success** The creature or object is unaffected. +**Success** As described, and the duration is 1 minute. +**Failure** As described, and the duration is 1 hour. diff --git a/content/mechanics/spells/Spells/Level 8/Whirlwind.md b/content/mechanics/spells/Spells/Level 8/Whirlwind.md new file mode 100644 index 000000000..9065154c7 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 8/Whirlwind.md @@ -0,0 +1,54 @@ +--- +name: Whirlwind +alias: Whirlwind +tags: + - pf2e/spell + - pf2e/spell/level_8 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/primal +level: 8 +school: evocation +type: save +traditions: [primal] +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 500 feet +area: 15-foot burst +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +save: reflex +basic: false +traits: + - common + - air + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==air== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +Area 15-foot radius, 80-foot-tall cylinder + + +Powerful winds coalesce into a devastating tornado. You can Cast this Spell only if you are outside or the ceiling is 80 feet or higher. All squares in the whirlwind are difficult terrain. + +All creatures in the area take 5d10 bludgeoning damage as powerful winds and debris buffet them, with a Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 30 feet in a straight line. Each creature the whirlwind moves through takes the damage, also with a Reflex save. A creature can be affected by a whirlwind only once per round. +**Critical Success** The creature is unaffected. +**Success** The creature takes half damage. +**Failure** The creature takes full damage and rises 10 feet into the air. If it doesn't have a fly Speed, the creature gains one equal to its Speed until it either reaches the ground or ceases to be in the whirlwind's area, potentially falling when the spell ends or when it leaves the area. +**Critical Failure** As failure, except the creature takes double damage and rises 20 feet into the air. + + +**Heightened (+1)** Increase the bludgeoning damage by 1d10. diff --git a/content/mechanics/spells/Spells/Level 9/Astral Labyrinth.md b/content/mechanics/spells/Spells/Level 9/Astral Labyrinth.md new file mode 100644 index 000000000..a13b7cb1a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Astral Labyrinth.md @@ -0,0 +1,50 @@ +--- +name: Astral Labyrinth +alias: Astral Labyrinth +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/abjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 9 +school: abjuration +type: save +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +area: 80-foot burst +source: "Pathfinder #156: The Apocalypse Prophet" +duration: 1 day +save: will +basic: false +traits: + - uncommon + - incapacitation + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==incapacitation== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You connect the entire area with an invisible maze of astral energy that interferes with dimensional and mental magic. Choose a point in the area that you can see when you cast this spell. Objects other than force effects and rare metals can't block this spell's area. Astral labyrinth attempts to counteract magical mental effects targeting or including anyone other than the caster in the area, though it has no effect on mental effects that began outside the area or before the spell was cast. + +In addition, any creature that tries to depart or arrive in a location in the area by teleportation or extradimensional travel (including extradimensional spaces) must attempt a Will saving throw. Summoned creatures must attempt the save when they are summoned, but not when the summoning ends. +**Critical Success** The creature is unaffected. +**Success** The creature is [[Stunned]] 1. +**Failure** The creature is [[Stunned]] 1, you are mentally alerted that something has failed its save against this spell, and the creature arrives in the empty space closest to the point you chose instead of its intended destination. +**Critical Failure** The creature is [[Stunned]] 3, you get a mental glimpse of its appearance, and the creature arrives in the empty space closest to the point you chose instead of its intended destination. + + +**Heightened (10th)** You and creatures transported by your spells can't get a result worse than success on the saving throw to teleport into or out of the area. diff --git a/content/mechanics/spells/Spells/Level 9/Bilocation.md b/content/mechanics/spells/Spells/Level 9/Bilocation.md new file mode 100644 index 000000000..33a533d28 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Bilocation.md @@ -0,0 +1,34 @@ +--- +name: Bilocation +alias: Bilocation +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 9 +school: conjuration +type: utility +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Dark Archive" +duration: 10 minutes +traits: + - common + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You exist in two places at once. When you Cast the Spell, another copy of yourself appears in an adjacent square. During bilocation's duration, whenever you act, you can choose which of your selves does so, and whenever one of you uses a move action, you can both move. Your two selves share Hit Points, and any condition or effect on one affects both. If both of your selves are in the area of the same effect, or targeted by the same multitarget effect, you are only affected once. Even if you are reduced to 0 Hit Points or killed, both selves remain until the duration expires. Your link continues at any distance, even across planar boundaries. You can Dismiss the Spell, and if you do so, you choose which of the selves vanishes and which becomes you, allowing you to extricate one of your selves from a dangerous situation. \ No newline at end of file diff --git a/content/Mechanics/Spells/Spells/Level 9/Bind Soul.md b/content/mechanics/spells/Spells/Level 9/Bind Soul.md similarity index 51% rename from content/Mechanics/Spells/Spells/Level 9/Bind Soul.md rename to content/mechanics/spells/Spells/Level 9/Bind Soul.md index 6b7532df0..96b82fa34 100644 --- a/content/Mechanics/Spells/Spells/Level 9/Bind Soul.md +++ b/content/mechanics/spells/Spells/Level 9/Bind Soul.md @@ -26,17 +26,15 @@ traits: components: - somatic - verbal -description: > - 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. --- # `=this.name` ==uncommon== | ==evil== | ==necromancy== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` -**Duration** `=this.duration` +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` **Cost** `=this.cost` *** -`=this.description` \ No newline at end of file +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 9/Crusade.md b/content/mechanics/spells/Spells/Level 9/Crusade.md new file mode 100644 index 000000000..7d79b2529 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Crusade.md @@ -0,0 +1,48 @@ +--- +name: Crusade +alias: Crusade +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/divine +level: 9 +school: enchantment +type: utility +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 60 feet +target: up to 4 creatures +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - uncommon + - linguistic + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==linguistic== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You issue a divine mandate or proclaim a cause to the targets. 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. +**Heightened (10th)** The level for each category increases by 2. diff --git a/content/Mechanics/Spells/Spells/Level 9/Disjunction.md b/content/mechanics/spells/Spells/Level 9/Disjunction.md similarity index 56% rename from content/Mechanics/Spells/Spells/Level 9/Disjunction.md rename to content/mechanics/spells/Spells/Level 9/Disjunction.md index 595135c03..96803270f 100644 --- a/content/Mechanics/Spells/Spells/Level 9/Disjunction.md +++ b/content/mechanics/spells/Spells/Level 9/Disjunction.md @@ -24,17 +24,14 @@ traits: components: - somatic - verbal -description: > - Crackling energy disjoins the target. You attempt to counteract it. 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. --- # `=this.name` ==uncommon== | ==abjuration== -*Source* `=this.source` -**Traditions** `=this.traditions` -**Deities** `=this.deities` -**Cast** `=this.time` | `=this.components` -**Range** `=this.range`; **Targets** `=this.target` - +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` *** -`=this.description` \ No newline at end of file +Crackling energy disjoins the target. You attempt to counteract it. 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 9/Divinity Leech.md b/content/mechanics/spells/Spells/Level 9/Divinity Leech.md new file mode 100644 index 000000000..370f53aa5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Divinity Leech.md @@ -0,0 +1,45 @@ +--- +name: Divinity Leech +alias: Divinity Leech +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 9 +school: enchantment +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder #162: Ruins of the Radiant Siege" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - rare + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You disrupt the connection between a divine caster or deific servitor and their deity, blocking their use of divine power. If the target fails its save, it is [[Fatigued]]. + +For the spell's duration, whenever the target casts a divine spell, you regain 6d6 healing{6d6 Hit Points} and the target must attempt another Will save with the following effects. +**Critical Success** The target is unaffected. +**Success** Each target of the divine spell has an outcome one degree of success better than the result it rolled. +**Failure** The divine spell is lost and target is [[Stunned]] 1. +**Critical Failure** As failure, but the target is [[Stunned]] for 1 round. diff --git a/content/mechanics/spells/Spells/Level 9/Foresight.md b/content/mechanics/spells/Spells/Level 9/Foresight.md new file mode 100644 index 000000000..b7b31b930 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Foresight.md @@ -0,0 +1,45 @@ +--- +name: Foresight +alias: Foresight +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 9 +school: divination +type: utility +traditions: [arcane, divine, occult] +bloodline: angelic +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - mental + - prediction + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==mental== | ==prediction== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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: Foresight + +**Foresight | reaction | Trigger** The target of foresight defends against a [[Hostile]] creature or other danger; **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. + diff --git a/content/mechanics/spells/Spells/Level 9/Implosion.md b/content/mechanics/spells/Spells/Level 9/Implosion.md new file mode 100644 index 000000000..3e1849780 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Implosion.md @@ -0,0 +1,42 @@ +--- +name: Implosion +alias: Implosion +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 9 +school: evocation +type: save +traditions: [arcane, primal] +bloodline: demonic +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 corporeal creature +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +save: fortitude +basic: true +traits: + - common + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You crush the target by causing it to collapse in on itself, dealing 75 damage. The first time each round 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 otherwise lacking a solid form. +**Heightened (+1)** The damage increases by 10. diff --git a/content/mechanics/spells/Spells/Level 9/Linnorm Sting.md b/content/mechanics/spells/Spells/Level 9/Linnorm Sting.md new file mode 100644 index 000000000..8f90d5802 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Linnorm Sting.md @@ -0,0 +1,52 @@ +--- +name: Linnorm Sting +alias: Linnorm Sting +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 9 +school: necromancy +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature +source: "Pathfinder #160: Assault on Hunting Lodge Seven" +save: fortitude +basic: false +traits: + - uncommon + - fire + - poison + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==fire== | ==poison== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You replicate the fiery venom of the tor linnorm and inflict an enemy with the dread dragon's debilitating bite. You deal 2d12 piercing damage to the targeted creature and afflict it with tor linnorm venom. If the target takes piercing damage, they must attempt a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target takes 8d6 fire damage. +**Failure** The target is afflicted with Tor Linnorm Venom at stage 1. +**Critical Failure** The target is afflicted with tor linnorm venom at stage 2. + + + +**Tor Linnorm Venom (fire, injury, poison) Level 17** + +Maximum Duration 10 rounds +Stage 1 8d6 fire damage and [[Drained]] 1 (1 round) +Stage 2 12d6 fire damage and [[Drained]] 2 (1 round) diff --git a/content/mechanics/spells/Spells/Level 9/Massacre.md b/content/mechanics/spells/Spells/Level 9/Massacre.md new file mode 100644 index 000000000..6b0d7f6e9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Massacre.md @@ -0,0 +1,49 @@ +--- +name: Massacre +alias: Massacre +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/primal +level: 9 +school: necromancy +type: save +traditions: [arcane, divine, primal] +bloodline: psychopomp +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 60-foot line +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - death + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==death== | ==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +You unleash a wave of necromantic energy to snuff out the life force of those in its path. Each living 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 living creature in the line (even those above 17th level) and 30 negative damage to you. +**Critical Success** The creature is unaffected. +**Success** The creature takes 9d6 negative damage. +**Failure** The creature takes 100 negative damage. +**Critical Failure** The creature dies. + + +**Heightened (10th)** The spell can affect living creatures up to 19th level. Increase the damage to 10d6 on a success, and to 115 on a failure. diff --git a/content/mechanics/spells/Spells/Level 9/Meteor Swarm.md b/content/mechanics/spells/Spells/Level 9/Meteor Swarm.md new file mode 100644 index 000000000..2fc5a9665 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Meteor Swarm.md @@ -0,0 +1,43 @@ +--- +name: Meteor Swarm +alias: Meteor Swarm +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/evocation + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 9 +school: evocation +type: save +traditions: [arcane, primal] +bloodline: diabolic, phoenix +spelllist: elemental +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +source: "Pathfinder Core Rulebook" +save: reflex +basic: true +traits: + - common + - fire + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==fire== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Basic Saving Throw** `=this.save` +*** +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 attempts only one saving throw against the spell no matter how many overlapping explosions it's caught in, and they can take each type of damage once once. The saving throw applies to both the bludgeoning and the fire damage. +**Heightened (+1)** The bludgeoning damage increases by 1d10, and the fire damage increases by 2d6. diff --git a/content/mechanics/spells/Spells/Level 9/Nature's Enmity.md b/content/mechanics/spells/Spells/Level 9/Nature's Enmity.md new file mode 100644 index 000000000..903704c9f --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Nature's Enmity.md @@ -0,0 +1,50 @@ +--- +name: Nature's Enmity +alias: Nature's Enmity +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 9 +school: enchantment +type: utility +traditions: [primal] +deities: Yuelral +bloodline: hag +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: up to 5 creatures +area: 500-foot burst +source: "Pathfinder Core Rulebook" +duration: 10 minutes +traits: + - common + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target`; **Area** `=this.area` +**Duration** `=this.duration` +*** +Animals, plants, and fungi 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 and fungi. + +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, fungus, and 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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 9/One With the Land.md b/content/mechanics/spells/Spells/Level 9/One With the Land.md new file mode 100644 index 000000000..bf4057f6e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/One With the Land.md @@ -0,0 +1,43 @@ +--- +name: One With the Land +alias: One With the Land +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 9 +school: transmutation +type: utility +traditions: [primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Secrets of Magic" +duration: 1 minute +traits: + - common + - earth + - plant + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==earth== | ==plant== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +You merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to Hide or Take Cover within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can Dismiss the spell. While merged, you gain the following additional benefits. + + +You immediately become aware of the surrounding terrain features, and you gain tremorsense as an imprecise sense with a range of 200 feet. + +You can make terrain vengeance Strikes by commanding plants, rocks, and other natural features to attack your foes. These are melee Strikes that use your spell attack roll, can target any creature within 60 feet of you, and deal 5d12 bludgeoning, piercing, or slashing damage. You choose the damage type each time you make a terrain vengeance Strike. + +By spending a single action, which has the concentrate trait, you can increase or decrease the environmental temperature changing it to either one step warmer than normal, one step colder than normal, or the normal temperature. +As a 2-action activity that has the concentrate trait, you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet. All of your alterations to the land end when the spell ends. Significant physical damage to the natural feature while you are inside it expels you and deals 10d6 damage to you. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 9/Overwhelming Presence.md b/content/mechanics/spells/Spells/Level 9/Overwhelming Presence.md new file mode 100644 index 000000000..7690040ac --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Overwhelming Presence.md @@ -0,0 +1,48 @@ +--- +name: Overwhelming Presence +alias: Overwhelming Presence +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 9 +school: enchantment +type: save +traditions: [divine, occult] +bloodline: draconic, nymph, wyrmblessed +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +target: any number of creatures +area: 40-foot burst +source: "Pathfinder Core Rulebook" +duration: until full tribute is paid +save: will +basic: false +traits: + - common + - auditory + - incapacitation + - mental + - visual + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==incapacitation== | ==mental== | ==visual== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Targets** `=this.target`; **Area** `=this.area` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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.**Critical Success** The target is unaffected. +**Success** The target must pay tribute twice. +**Failure** The target must pay tribute six times. +**Critical Failure** As failure, and the target must spend all its actions paying tribute if possible. diff --git a/content/mechanics/spells/Spells/Level 9/Power Word Kill.md b/content/mechanics/spells/Spells/Level 9/Power Word Kill.md new file mode 100644 index 000000000..905f0c762 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Power Word Kill.md @@ -0,0 +1,48 @@ +--- +name: Power Word Kill +alias: Power Word Kill +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/enchantment + - pf2e/spelltype/utility + - pf2e/tradition/arcane +level: 9 +school: enchantment +type: utility +traditions: [arcane] +deities: Orcus +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +range: 30 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: varies +traits: + - uncommon + - auditory + - death + - mental + - enchantment +components: + - verbal +--- +# `=this.name` +==uncommon== | ==auditory== | ==death== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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. + + +**Heightened (10th)** The levels at which each outcome applies increase by 2. diff --git a/content/mechanics/spells/Spells/Level 9/Prismatic Shield.md b/content/mechanics/spells/Spells/Level 9/Prismatic Shield.md new file mode 100644 index 000000000..cb5d5cfb7 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Prismatic Shield.md @@ -0,0 +1,40 @@ +--- +name: Prismatic Shield +alias: Prismatic Shield +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 9 +school: abjuration +type: utility +traditions: [arcane, occult] +time: 1 action +pf2etime: "*⬻{ .Pathfinder }*" +source: "Pathfinder #162: Ruins of the Radiant Siege" +duration: until the start of your next turn +traits: + - rare + - light + - abjuration +components: + - verbal +--- +# `=this.name` +==rare== | ==light== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +Shield-sized shards of multicolored light manifest in the air around you, each rotating quickly to intercept attacks. + +Melee attacks against you impact a randomly colored shard, subjecting the attacker to a random effect from [[Prismatic Spray]], with a saving throw of the type indicated in that spell. + +The shards automatically block physical ranged attacks the size of a spear or smaller, such as arrows, bolts, and javelins. You gain a +2 circumstance bonus to your AC against attacks with larger ranged weapons. + +Any spell that targets you requires the caster to succeed at a counteract check against your spell DC, or it fails to affect you. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 9/Prismatic Sphere.md b/content/mechanics/spells/Spells/Level 9/Prismatic Sphere.md new file mode 100644 index 000000000..7e972038a --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Prismatic Sphere.md @@ -0,0 +1,39 @@ +--- +name: Prismatic Sphere +alias: Prismatic Sphere +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/abjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 9 +school: abjuration +type: utility +traditions: [arcane, occult] +bloodline: imperial +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 10 feet +source: "Pathfinder Core Rulebook" +duration: 1 hour +traits: + - common + - light + - abjuration +components: + - somatic + - verbal +--- +# `=this.name` +==light== | ==abjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 9/Proliferating Eyes.md b/content/mechanics/spells/Spells/Level 9/Proliferating Eyes.md new file mode 100644 index 000000000..eb6fab168 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Proliferating Eyes.md @@ -0,0 +1,41 @@ +--- +name: Proliferating Eyes +alias: Proliferating Eyes +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/divination + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 9 +school: divination +type: utility +traditions: [arcane, divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: touch +target: 1 creature (see description) +source: "Pathfinder Secrets of Magic" +duration: 8 hours +traits: + - common + - scrying + - divination +components: + - somatic + - verbal +--- +# `=this.name` +==scrying== | ==divination== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +You implant an [[Invisible]], magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious-the first two times the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures. + +You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the concentrate trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 9/Resplendent Mansion.md b/content/mechanics/spells/Spells/Level 9/Resplendent Mansion.md new file mode 100644 index 000000000..44854898d --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Resplendent Mansion.md @@ -0,0 +1,45 @@ +--- +name: Resplendent Mansion +alias: Resplendent Mansion +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 9 +school: conjuration +type: utility +traditions: [arcane, occult] +deities: Folgrit, The Deliberate Journey +bloodline: fey, genie +time: 1 minute +pf2etime: "" +range: 500 feet +source: "Pathfinder Core Rulebook" +duration: until the next time you make your daily preparations +traits: + - common + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 9/Shapechange.md b/content/mechanics/spells/Spells/Level 9/Shapechange.md new file mode 100644 index 000000000..48413cccd --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Shapechange.md @@ -0,0 +1,37 @@ +--- +name: Shapechange +alias: Shapechange +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/transmutation + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 9 +school: transmutation +type: utility +traditions: [arcane, primal] +deities: Isis +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - polymorph + - transmutation +components: + - somatic + - verbal +--- +# `=this.name` +==polymorph== | ==transmutation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Cast** `=this.time` | `=this.components` +**Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 9/Storm of Vengeance.md b/content/mechanics/spells/Spells/Level 9/Storm of Vengeance.md new file mode 100644 index 000000000..a999c6f16 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Storm of Vengeance.md @@ -0,0 +1,56 @@ +--- +name: Storm of Vengeance +alias: Storm of Vengeance +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/evocation + - pf2e/spelltype/utility + - pf2e/tradition/primal +level: 9 +school: evocation +type: utility +traditions: [primal] +deities: Nalinivati, Sky Keepers +bloodline: elemental +spelllist: elemental +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 800 feet +area: 360-foot burst +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +traits: + - common + - air + - electricity + - evocation +components: + - material + - somatic + - verbal +--- +# `=this.name` +==air== | ==electricity== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Spell List** `=this.spelllist` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Area** `=this.area` +**Duration** `=this.duration` +*** +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. + +**Heightened (10th)** The range increases to 2,200 feet, and the cloud is a 1,000-foot burst. diff --git a/content/mechanics/spells/Spells/Level 9/Summon Ancient Fleshforged.md b/content/mechanics/spells/Spells/Level 9/Summon Ancient Fleshforged.md new file mode 100644 index 000000000..8c106f76e --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Summon Ancient Fleshforged.md @@ -0,0 +1,59 @@ +--- +name: Summon Ancient Fleshforged +alias: Summon Ancient Fleshforged +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/conjuration + - pf2e/spelltype/utility + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 9 +school: conjuration +type: utility +traditions: [arcane, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 250 feet +source: "Pathfinder Lost Omens: Impossible Lands" +duration: until the end of your next turn +traits: + - rare + - incarnate + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==rare== | ==incarnate== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Duration** `=this.duration` +*** +You summon an ancient Fleshforged, one of Nex's personal weaponized monstrosities unleashed in the first wars against Geb. It squeezes itself into its war form from time long forgotten, unleashing its wrath upon your foes. The Fleshforged occupies the space noted in the spell description. When you Cast this Spell, choose one of the Fleshforged below to summon. + +**Bone Breaker** Size Gargantuan, Speed 40 feet, climb 100 feet + +**Arrive** ([[evocation]], [[sonic]]) **Skull Breaking Hum** The Bone Breaker appears in a shower of bone fragments. Its form is that of an immense titan of flesh and metal with long, muscular, twisted arms. The Bone Breaker releases a hum at a harmonic frequency that weakens bones in creatures' bodies. Each foe within an 80‑foot emanation must attempt a Fortitude save. On a critical success, they're unaffected; on a success, they're [[Enfeebled]] 2 for 1 round; on a failure they're [[Enfeebled]] 3 for 1 minute; and on a critical failure, they're [[Enfeebled]] 4 for 10 minutes. A skeleton or other undead foe made almost entirely of bones treats their result as one degree of success worse than they rolled. +**Depart** **Bruising Departure** The Bone Breaker pounds its long arms into the ground, creating a long shockwave. Each foe within a 100‑foot‑long, 10‑foot‑wide line takes 8d12 bludgeoning damage, with a basic Fortitude save. + + +**Thorn Caller** Size Gargantuan, Speed 100 feet +**Arrive** ([[evocation]], [[light]]) **Thorn's Guidance** The Thorn Caller appears in a burst of light. The Thorn Caller's body is an ornate armored sphere with black panther masks surrounding a glowing light. The ball floats in the air due to six glowing, thornlike wings. Two clusters of bird heads emerge from both sides of the body with long necks that twirl together like tentacles. The Thorn Caller's burst of light illuminates all foes within 200 feet. The foes become [[Dazzled]] and flat‑footed, and if they were [[Invisible]], they become [[Concealed]] instead. These effects last until the Thorn Caller Departs. +**Depart** **Thorn-Burst** The Thorn Caller launches its thorned wings at various targets. Attempt spell attack rolls against up to 6 different targets within 300 feet. On a hit, the target takes 10d8 piercing damage, double on a critical hit, half on a failure, and none on a critical failure. + +**The Thousand** Size Medium (see below), Speed 30 feet +**Arrive** ([[emotion]], [[enchantment]], [[fear]], [[mental]]) **Disconcerting Arrival** Select five spaces in range and summon a Medium‑sized polyp of The Thousand in each of these spaces. The Thousand is an entity whose full scope is 1,000 polyps of oozing flesh, each physically separate but mentally part of a single creature. Not all 1,000 polyps have survived, and the spell summons five of them. Each creature within 10 feet of any of the polyps must attempt a Will Save. On a critical success, they're unaffected; on a success, they're [[Frightened]] 1; on a failure, they're [[Frightened]] 3; and on a critical failure, they're [[Frightened]] 4 and [[Fleeing]] for 1 round + +**Depart** ([[illusion]], [[mental]]) **Violent Omen** Each frightened foe within a 60‑foot emanation of any of the five polyps takes 10d8 mental damage, with a basic Will save. + + +**Scion of Desiccation** Size Gargantuan, Speed 100 feet, fly 100 feet +**Arrive** ([[necromancy]], [[negative]]) **Ashes to Ashes** The Scion of Desiccation appears in a swirl of screaming wind, a gargantuan form of twisted flesh that's constantly flensed by gritty ash and dust, and just as constantly regenerating itself. Each foe within a 40‑foot emanation takes 10d10 negative energy damage, with a basic Fortitude save + +**Depart** ([[necromancy]], [[negative]]) **Dust to Dust** Each foe within a 60‑foot emanation must attempt a Fortitude save; they're [[Drained]] 2 on a failure or [[Drained]] 4 on a critical failure. diff --git a/content/mechanics/spells/Spells/Level 9/Summon Draconic Legion.md b/content/mechanics/spells/Spells/Level 9/Summon Draconic Legion.md new file mode 100644 index 000000000..4630cf0f3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Summon Draconic Legion.md @@ -0,0 +1,43 @@ +--- +name: Summon Draconic Legion +alias: Summon Draconic Legion +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane +level: 9 +school: conjuration +type: save +traditions: [arcane] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: 100 feet +source: "Pathfinder Secrets of Magic" +duration: until the end of your next turn +save: reflex +basic: true +traits: + - common + - incarnate + - conjuration +components: + - material + - somatic + - verbal +--- +# `=this.name` +==incarnate== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a Gargantuan creature. They have a fly Speed of 100 feet. When you Cast this Spell, choose whether it summons chromatic or metallic dragons. + + +**Arrive** ([[evocation]]) **Energy Annihilation** The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes 10d8 damage (basic Reflex save). The dragons choose the damage type of each breath weapon, depending on the category of dragons summoned. Chromatic dragons can choose cold, fire, or poison for the cone and acid or electricity for the line; metallic dragons can choose cold or fire for the cone and acid, electricity, or fire for the line. +**Depart** **Draconic Whirlwind** The draconic legion strikes with fury, dealing 9d8 slashing damage (basic Reflex save) to all enemy creatures in its location or within 20 feet. diff --git a/content/mechanics/spells/Spells/Level 9/Telepathic Demand.md b/content/mechanics/spells/Spells/Level 9/Telepathic Demand.md new file mode 100644 index 000000000..b2af359e3 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Telepathic Demand.md @@ -0,0 +1,44 @@ +--- +name: Telepathic Demand +alias: Telepathic Demand +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 9 +school: enchantment +type: save +traditions: [arcane, divine, occult] +time: 3 actions +pf2etime: "*⬽{ .Pathfinder }*" +range: planetary +target: 1 creature you've telepathically contacted before +source: "Pathfinder Core Rulebook" +duration: varies +save: will +basic: false +traits: + - common + - incapacitation + - linguistic + - mental + - enchantment +components: + - material + - somatic + - verbal +--- +# `=this.name` +==incapacitation== | ==linguistic== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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. \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 9/Undertaker.md b/content/mechanics/spells/Spells/Level 9/Undertaker.md new file mode 100644 index 000000000..fd99327c8 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Undertaker.md @@ -0,0 +1,44 @@ +--- +name: Undertaker +alias: Undertaker +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 9 +school: necromancy +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 30 feet +target: 1 living creature +source: "Pathfinder #184: The Ghouls Hunger" +save: fortitude +basic: false +traits: + - rare + - death + - evil + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==rare== | ==death== | ==evil== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +You point your finger toward the target and whisper an epitaph that promises to grace their gravestone in the near future. This spell works best when both you and the target are in contact with solid ground. If either is not in contact with the ground, the target gains a +2 circumstance bonus on their saving throw against the spell, and if both you and the target are not in contact with solid ground, the target gains this bonus and treats the result of their save as one degree of success better than the actual result. The target of undertaker can resist with a Fortitude save. +**Critical Success** The target is unaffected. +**Success** The target takes 40 negative damage. If the target is in contact with solid ground, the ground in the target's space shifts and shakes, and is treated as difficult terrain until the start of your next turn. +**Failure** The target takes 80 negative damage. If the target is in contact with solid ground, the ground in the target's space churns and cracks open into an open but shallow grave. The target is knocked [[Prone]], and that space is treated as difficult terrain until the grave is filled in. +**Critical Failure** The target takes 160 negative damage. If the target is in contact with solid ground, a grave opens beneath their feet and they fall prone within. The grave then forms a stone sarcophagus‑like shell around the victim. This stone shell cannot be opened and must be broken; it has AC 10, Hardness 14, and 80 Hit Points. At the start of your next turn, the grave fills in with soil. If the victim dies while inside this grave, at the next sundown the victim transforms into an evil ghast as the sarcophagus crumbles, allowing the new undead to dig its way up to the surface. diff --git a/content/mechanics/spells/Spells/Level 9/Unfathomable Song.md b/content/mechanics/spells/Spells/Level 9/Unfathomable Song.md new file mode 100644 index 000000000..8f0587db9 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Unfathomable Song.md @@ -0,0 +1,73 @@ +--- +name: Unfathomable Song +alias: Unfathomable Song +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/enchantment + - pf2e/spelltype/save + - pf2e/tradition/occult +level: 9 +school: enchantment +type: save +traditions: [occult] +deities: Azathoth +bloodline: aberrant +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: up to 5 creatures +source: "Pathfinder Core Rulebook" +duration: sustained up to 1 minute +save: will +basic: false +traits: + - common + - auditory + - emotion + - fear + - incapacitation + - mental + - enchantment +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==emotion== | ==fear== | ==incapacitation== | ==mental== | ==enchantment== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +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 the first time you Sustain this Spell each round. 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. +**Critical Success** The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute. +**Success** The target is unaffected this round, but it can be affected on subsequent rounds. +**Failure** Roll 1d4 on the table below. +**Critical Failure** Roll 1d4+1 on the table below. + + + +Result + +Effect + + +1 +The target is [[Frightened]] 2 + +2 +The target is [[Confused]] for 1 round + +3 +The target is [[Stupefied]] 4 for 1 round + +4 +The target is [[Blinded]] for 1 round + +5 +The target is [[Stunned]] for 1 round and [[Stupefied]] 1 for an unlimited duration \ No newline at end of file diff --git a/content/mechanics/spells/Spells/Level 9/Unspeakable Shadow.md b/content/mechanics/spells/Spells/Level 9/Unspeakable Shadow.md new file mode 100644 index 000000000..281eb7a05 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Unspeakable Shadow.md @@ -0,0 +1,49 @@ +--- +name: Unspeakable Shadow +alias: Unspeakable Shadow +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 9 +school: illusion +type: save +traditions: [arcane, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: 1 creature +source: "Pathfinder Secrets of Magic" +duration: varies +save: will +basic: false +traits: + - common + - death + - emotion + - fear + - mental + - shadow + - visual + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==death== | ==emotion== | ==fear== | ==mental== | ==shadow== | ==visual== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The creature must attempt a Will save. A creature that has the frightened condition from unspeakable shadow must spend at least one of its actions each turn to either attack its shadow (making a Strike ineffectually) or flee from its shadow (using one action to move away as though it had the fleeing condition). +**Critical Success** The target is unaffected. +**Success** The target is [[Frightened]] 2. +**Failure** The target is [[Frightened]] 3. It can't reduce its frightened value below 1 for 1 minute. +**Critical Failure** The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the incapacitation trait. If it succeeds at its save, the target is [[Frightened]] 4 and can't reduce its frightened value below 1 for 1 minute. diff --git a/content/mechanics/spells/Spells/Level 9/Upheaval.md b/content/mechanics/spells/Spells/Level 9/Upheaval.md new file mode 100644 index 000000000..db3b5cfd5 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Upheaval.md @@ -0,0 +1,47 @@ +--- +name: Upheaval +alias: Upheaval +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/conjuration + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/primal +level: 9 +school: conjuration +type: save +traditions: [arcane, primal] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 500 feet +source: "Pathfinder #156: The Apocalypse Prophet" +traits: + - uncommon + - earth + - conjuration +components: + - somatic + - verbal +--- +# `=this.name` +==uncommon== | ==earth== | ==conjuration== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range` +*** +The ground in the area shudders and crumbles as huge pillars of stone erupt into the air, rending the terrain around them. + +The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a river might be blocked and flood the surrounding area. + + +Stone Debris The area becomes difficult terrain. + +Rising Pillars Pillars of smooth stone rise from your chosen number of 10-foot squares on a surface in the area, ascending up to 60 feet in height. Each pillar stops when it hits a structure or ceiling unless that structure collapses (see below). The DC to Climb or Grab an Edge on a pillar is 30. Each creature on a pillar after it rises must succeed at a Reflex saving throw or fall off the nearest edge (the creature can choose which edge, if several are equally close). A creature on a pillar that is stopped by a structure falls without attempting a save. +Structural Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 14 for a sturdy structure, DC 9 for an average structure and most natural formations, all adjusted higher or lower as the GM sees fit). In general, shoddy structures automatically collapse. A collapse deals 11d6 bludgeoning damage to creatures beneath it; each creature caught in a collapse must attempt a Reflex save to avoid it. If the creature is forced to attempt a Reflex save because it was on a rising pillar, it uses the same result. +**Critical Success** The creature takes half collapse damage. +**Success** The creature takes half the collapse damage and falls [[Prone]]. +**Failure** The creature takes the full collapse damage and falls prone. +**Critical Failure** The creature takes the full collapse damage and is [[Restrained]] by debris until it successfully Escapes (DC equal to the spell's save DC). diff --git a/content/mechanics/spells/Spells/Level 9/Voracious Gestalt.md b/content/mechanics/spells/Spells/Level 9/Voracious Gestalt.md new file mode 100644 index 000000000..f3482b3b1 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Voracious Gestalt.md @@ -0,0 +1,44 @@ +--- +name: Voracious Gestalt +alias: Voracious Gestalt +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 9 +school: necromancy +type: save +traditions: [divine, occult] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 30-foot emanation +source: "Pathfinder Secrets of Magic" +duration: sustained up to 1 minute +save: fortitude +basic: true +traits: + - common + - aura + - death + - evil + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==aura== | ==death== | ==evil== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Basic Saving Throw** `=this.save`; **Duration** `=this.duration` +*** +You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. When you Cast the Spell, the gestalt deals 14d6 negative damage to all living creatures of your choice in the area, with a basic Fortitude save. Creatures you choose that end their turns in the area take 6d6 negative damage damage, with a basic Fortitude save. + +At the end of each of your turns, if you killed a living creature during that turn or if the gestalt's damage killed a creature since the end of your prior turn, you add the slain creature's soul to the gestalt. The emanation's radius increases by 20 feet and the damage dealt by the aura increases by 1d6. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat. +**Heightened (10th)** The initial damage increases to 16d6 and the aura's damage starts at 7d6 negative damage. diff --git a/content/mechanics/spells/Spells/Level 9/Wail of the Banshee.md b/content/mechanics/spells/Spells/Level 9/Wail of the Banshee.md new file mode 100644 index 000000000..d2fc61295 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Wail of the Banshee.md @@ -0,0 +1,46 @@ +--- +name: Wail of the Banshee +alias: Wail of the Banshee +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/necromancy + - pf2e/spelltype/save + - pf2e/tradition/divine + - pf2e/tradition/occult +level: 9 +school: necromancy +type: save +traditions: [divine, occult] +bloodline: undead +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +area: 40-foot emanation +source: "Pathfinder Core Rulebook" +save: fortitude +basic: false +traits: + - common + - auditory + - death + - negative + - necromancy +components: + - somatic + - verbal +--- +# `=this.name` +==auditory== | ==death== | ==negative== | ==necromancy== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Area** `=this.area` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The creature is unaffected. +**Success** The creature takes full damage. +**Failure** The creature takes full damage and is [[Drained]] 1d4. +**Critical Failure** The creature takes double damage and is [[Drained]] 4. diff --git a/content/mechanics/spells/Spells/Level 9/Weapon of Judgment.md b/content/mechanics/spells/Spells/Level 9/Weapon of Judgment.md new file mode 100644 index 000000000..b61deb201 --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Weapon of Judgment.md @@ -0,0 +1,46 @@ +--- +name: Weapon of Judgment +alias: Weapon of Judgment +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/evocation + - pf2e/spelltype/attack + - pf2e/tradition/divine +level: 9 +school: evocation +type: attack +traditions: [divine] +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 100 feet +target: 1 creature +source: "Pathfinder Core Rulebook" +duration: 1 minute +traits: + - common + - force + - evocation +components: + - somatic + - verbal +--- +# `=this.name` +==force== | ==evocation== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Duration** `=this.duration` +*** +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 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. +**Heightened (10th)** The force damage increases by 1d10. diff --git a/content/mechanics/spells/Spells/Level 9/Weird.md b/content/mechanics/spells/Spells/Level 9/Weird.md new file mode 100644 index 000000000..95b4dfcec --- /dev/null +++ b/content/mechanics/spells/Spells/Level 9/Weird.md @@ -0,0 +1,50 @@ +--- +name: Weird +alias: Weird +tags: + - pf2e/spell + - pf2e/spell/level_9 + - pf2e/school/illusion + - pf2e/spelltype/save + - pf2e/tradition/arcane + - pf2e/tradition/occult +level: 9 +school: illusion +type: save +traditions: [arcane, occult] +deities: Charon, Nyarlathotep (The Crawling Chaos) +bloodline: shadow +time: 2 actions +pf2etime: "*⬺{ .Pathfinder }*" +range: 120 feet +target: any number of creatures +source: "Pathfinder Core Rulebook" +save: will +basic: false +traits: + - common + - death + - emotion + - fear + - mental + - illusion +components: + - somatic + - verbal +--- +# `=this.name` +==death== | ==emotion== | ==fear== | ==mental== | ==illusion== + +*Source* `=this.source` +**Traditions** `=this.traditions` +**Deities** `=this.deities` +**Bloodline** `=this.bloodline` +**Cast** `=this.time` | `=this.components` +**Range** `=this.range`; **Targets** `=this.target` +**Saving Throw** `=this.save` +*** +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. +**Critical Success** The target is unaffected. +**Success** The target takes half damage and is [[Frightened]] 1. +**Failure** The target takes full damage and is [[Frightened]] 2. +**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. diff --git a/content/Mechanics/Spells/rituals/abyssal-pact-b1.md b/content/mechanics/spells/rituals/abyssal-pact-b1.md similarity index 100% rename from content/Mechanics/Spells/rituals/abyssal-pact-b1.md rename to content/mechanics/spells/rituals/abyssal-pact-b1.md diff --git a/content/Mechanics/Spells/rituals/angelic-messenger-b1.md b/content/mechanics/spells/rituals/angelic-messenger-b1.md similarity index 100% rename from content/Mechanics/Spells/rituals/angelic-messenger-b1.md rename to content/mechanics/spells/rituals/angelic-messenger-b1.md diff --git a/content/Mechanics/Spells/rituals/anima-invocation-modified-aoa6.md b/content/mechanics/spells/rituals/anima-invocation-modified-aoa6.md similarity index 100% rename from content/Mechanics/Spells/rituals/anima-invocation-modified-aoa6.md rename to content/mechanics/spells/rituals/anima-invocation-modified-aoa6.md diff --git a/content/Mechanics/Spells/rituals/animate-object.md b/content/mechanics/spells/rituals/animate-object.md similarity index 100% rename from content/Mechanics/Spells/rituals/animate-object.md rename to content/mechanics/spells/rituals/animate-object.md diff --git a/content/Mechanics/Spells/rituals/arcane-weaving-sot1.md b/content/mechanics/spells/rituals/arcane-weaving-sot1.md similarity index 100% rename from content/Mechanics/Spells/rituals/arcane-weaving-sot1.md rename to content/mechanics/spells/rituals/arcane-weaving-sot1.md diff --git a/content/Mechanics/Spells/rituals/asmodean-wager-som.md b/content/mechanics/spells/rituals/asmodean-wager-som.md similarity index 100% rename from content/Mechanics/Spells/rituals/asmodean-wager-som.md rename to content/mechanics/spells/rituals/asmodean-wager-som.md diff --git a/content/Mechanics/Spells/rituals/astral-projection-apg.md b/content/mechanics/spells/rituals/astral-projection-apg.md similarity index 100% rename from content/Mechanics/Spells/rituals/astral-projection-apg.md rename to 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content/mechanics/spells/rituals/word-of-recall-apg.md diff --git a/package-lock.json b/package-lock.json index bef33d6f0..359342b80 100644 --- a/package-lock.json +++ b/package-lock.json @@ -27,6 +27,7 @@ "hast-util-to-html": "^9.0.5", "hast-util-to-jsx-runtime": "^2.3.6", "hast-util-to-string": "^3.0.1", + "html-entities": "^2.6.0", "is-absolute-url": "^5.0.0", "js-yaml": "^4.1.1", "lightningcss": "^1.30.2", @@ -4119,6 +4120,22 @@ "url": "https://github.com/sponsors/sindresorhus" } }, + "node_modules/html-entities": { + "version": "2.6.0", + "resolved": "https://registry.npmjs.org/html-entities/-/html-entities-2.6.0.tgz", + "integrity": "sha512-kig+rMn/QOVRvr7c86gQ8lWXq+Hkv6CbAH1hLu+RG338StTpE8Z0b44SDVaqVu7HGKf27frdmUYEs9hTUX/cLQ==", + "funding": [ + { + "type": "github", + "url": "https://github.com/sponsors/mdevils" + }, + { + "type": "patreon", + "url": "https://patreon.com/mdevils" + } + ], + "license": "MIT" + }, "node_modules/html-void-elements": { "version": "3.0.0", "resolved": "https://registry.npmjs.org/html-void-elements/-/html-void-elements-3.0.0.tgz", diff --git a/package.json b/package.json index c3817b7ea..cae1c1965 100644 --- a/package.json +++ b/package.json @@ -53,6 +53,7 @@ "hast-util-to-html": "^9.0.5", "hast-util-to-jsx-runtime": "^2.3.6", "hast-util-to-string": "^3.0.1", + "html-entities": "^2.6.0", "is-absolute-url": "^5.0.0", "js-yaml": "^4.1.1", "lightningcss": "^1.30.2", diff --git a/quartz.config.ts b/quartz.config.ts index deddba8c9..94e35b5e6 100644 --- a/quartz.config.ts +++ b/quartz.config.ts @@ -55,6 +55,7 @@ const config: QuartzConfig = { plugins: { transformers: [ Plugin.FrontMatter(), + Plugin.ReplaceDataview(), Plugin.CreatedModifiedDate({ priority: ["frontmatter", "git", "filesystem"], }), diff --git a/quartz/plugins/transformers/frontmatterrefs.ts b/quartz/plugins/transformers/frontmatterrefs.ts new file mode 100644 index 000000000..7bd3a27ae --- /dev/null +++ b/quartz/plugins/transformers/frontmatterrefs.ts @@ -0,0 +1,92 @@ +import { QuartzTransformerPlugin } from "../types" +import { visit } from "unist-util-visit" +import { QuartzPluginData } from "../vfile" +import { unified } from "unified" +import remarkParse from "remark-parse" +import { Parent, Literal } from "unist" + +export interface Options { + prefix: string +} + +const defaultOptions: Options = { + prefix: "=this.", +} + +// Parse a string into inline Markdown nodes +function preprocessHardBreaks(str: string): string { + // Replace two or more spaces followed by newline with
+ return str.replace(/ {2,}\r?\n/g, "
\n") +} + +function parseInlineMarkdown(str: string) { + const preprocessed = preprocessHardBreaks(str) + const tree = unified().use(remarkParse).parse(preprocessed) as Parent + + // Inline context: unwrap single paragraph + if (tree.children.length === 1 && tree.children[0].type === "paragraph") { + return (tree.children[0] as Parent).children + } + + return tree.children +} + +export const ReplaceDataview: QuartzTransformerPlugin> = ( + userOpts, +) => { + const opts = { ...defaultOptions, ...userOpts } + const pattern = new RegExp(`${opts.prefix.replace(".", "\\.")}(\\w+)`, "g") + + function resolve( + value: string, + frontmatter: QuartzPluginData["frontmatter"], + ): string { + return value.replace(pattern, (_, key) => { + const v = frontmatter[key as keyof typeof frontmatter] + return v != null ? String(v) : "" + }) + } + + return { + name: "ReplaceDataview", + + markdownPlugins() { + return [ + () => { + return (tree, file) => { + const frontmatter = + (file.data.frontmatter as QuartzPluginData["frontmatter"]) ?? {} + + // Replace in normal text nodes + visit(tree, "text", (node, index, parent) => { + if (!parent || index === undefined || typeof node.value !== "string") + return + + const resolved = resolve(node.value, frontmatter) + const newNodes = parseInlineMarkdown(resolved) + parent.children.splice(index, 1, ...newNodes) + }) + + // Replace inline code (`=this.xxx`) and unwrap it + visit(tree, "inlineCode", (node, index, parent) => { + if (!parent || index === undefined || typeof node.value !== "string") + return + + const match = node.value.match( + new RegExp(`^${opts.prefix.replace(".", "\\.")}(\\w+)$`) + ) + if (!match) return + + const key = match[1] + const value = frontmatter[key as keyof typeof frontmatter] + if (value == null) return + + const newNodes = parseInlineMarkdown(String(value)) + parent.children.splice(index, 1, ...newNodes) + }) + } + }, + ] + }, + } +} diff --git a/quartz/plugins/transformers/index.ts b/quartz/plugins/transformers/index.ts index 8e2cd844f..77623d1bb 100644 --- a/quartz/plugins/transformers/index.ts +++ b/quartz/plugins/transformers/index.ts @@ -11,3 +11,4 @@ export { SyntaxHighlighting } from "./syntax" export { TableOfContents } from "./toc" export { HardLineBreaks } from "./linebreaks" export { RoamFlavoredMarkdown } from "./roam" +export { ReplaceDataview } from "./frontmatterrefs" \ No newline at end of file