diff --git a/content/mechanics/spells/Spells/Cantrips/Acid Splash.md b/content/mechanics/spells/Spells/Cantrips/Acid Splash.md index 04987dea7..ecb1bb533 100644 --- a/content/mechanics/spells/Spells/Cantrips/Acid Splash.md +++ b/content/mechanics/spells/Spells/Cantrips/Acid Splash.md @@ -39,6 +39,6 @@ components: 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 (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 index c9f0c07e9..51414cb4e 100644 --- a/content/mechanics/spells/Spells/Cantrips/Ancient Dust.md +++ b/content/mechanics/spells/Spells/Cantrips/Ancient Dust.md @@ -42,5 +42,4 @@ You cough up a cloud of gray soil, echoing the dust in the graves of Kemnebi's m **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 index 8693179f2..29fc8f635 100644 --- a/content/mechanics/spells/Spells/Cantrips/Approximate.md +++ b/content/mechanics/spells/Spells/Cantrips/Approximate.md @@ -38,7 +38,6 @@ components: *** 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/Forbidding Ward.md b/content/mechanics/spells/Spells/Cantrips/Forbidding Ward.md index 04f77cc08..0fbc23afd 100644 --- a/content/mechanics/spells/Spells/Cantrips/Forbidding Ward.md +++ b/content/mechanics/spells/Spells/Cantrips/Forbidding Ward.md @@ -37,5 +37,4 @@ components: *** 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 index f7c4ddec9..e78c74c68 100644 --- a/content/mechanics/spells/Spells/Cantrips/Gale Blast.md +++ b/content/mechanics/spells/Spells/Cantrips/Gale Blast.md @@ -44,5 +44,4 @@ Wind flows from your outstretched hands and whirls around you in a 5-foot emanat **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/Know Direction.md b/content/mechanics/spells/Spells/Cantrips/Know Direction.md index 31dd99fa6..ef9ce163f 100644 --- a/content/mechanics/spells/Spells/Cantrips/Know Direction.md +++ b/content/mechanics/spells/Spells/Cantrips/Know Direction.md @@ -32,7 +32,6 @@ components: **Traditions** `=this.traditions` **Cast** `=this.time` | `=this.components` - *** 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/Prestidigitation.md b/content/mechanics/spells/Spells/Cantrips/Prestidigitation.md index d89cab43f..63b78ff28 100644 --- a/content/mechanics/spells/Spells/Cantrips/Prestidigitation.md +++ b/content/mechanics/spells/Spells/Cantrips/Prestidigitation.md @@ -41,9 +41,9 @@ components: *** 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. +**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/Protect Companion.md b/content/mechanics/spells/Spells/Cantrips/Protect Companion.md index 6c3bddbc5..48240d1ee 100644 --- a/content/mechanics/spells/Spells/Cantrips/Protect Companion.md +++ b/content/mechanics/spells/Spells/Cantrips/Protect Companion.md @@ -40,5 +40,4 @@ You extend your aura, as a magical shield that protects your eidolon or minion. **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 index 2d13cc614..8a8b8d88c 100644 --- a/content/mechanics/spells/Spells/Cantrips/Puff of Poison.md +++ b/content/mechanics/spells/Spells/Cantrips/Puff of Poison.md @@ -44,5 +44,4 @@ You exhale a shimmering cloud of toxic breath at an enemy's face. The target tak **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 index ee6d2a2f9..0764fdc91 100644 --- a/content/mechanics/spells/Spells/Cantrips/Ray of Frost.md +++ b/content/mechanics/spells/Spells/Cantrips/Ray of Frost.md @@ -42,7 +42,7 @@ components: *** 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. +**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/Spout.md b/content/mechanics/spells/Spells/Cantrips/Spout.md index 2c70de53d..a70f24774 100644 --- a/content/mechanics/spells/Spells/Cantrips/Spout.md +++ b/content/mechanics/spells/Spells/Cantrips/Spout.md @@ -41,7 +41,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Cantrips/Tanglefoot.md b/content/mechanics/spells/Spells/Cantrips/Tanglefoot.md index d471243d2..b29e582e8 100644 --- a/content/mechanics/spells/Spells/Cantrips/Tanglefoot.md +++ b/content/mechanics/spells/Spells/Cantrips/Tanglefoot.md @@ -43,6 +43,5 @@ A vine covered in sticky sap appears from thin air, flicking from your hand and **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 index b38c8d8a3..47b94a626 100644 --- a/content/mechanics/spells/Spells/Cantrips/Telekinetic Hand.md +++ b/content/mechanics/spells/Spells/Cantrips/Telekinetic Hand.md @@ -44,7 +44,6 @@ components: 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 index 43f39249b..1ba7494d8 100644 --- a/content/mechanics/spells/Spells/Cantrips/Telekinetic Projectile.md +++ b/content/mechanics/spells/Spells/Cantrips/Telekinetic Projectile.md @@ -39,5 +39,4 @@ You hurl a loose, unattended object that is within range and that has 1 Bulk or **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/Warp Step.md b/content/mechanics/spells/Spells/Cantrips/Warp Step.md index 95d49a4df..23f961568 100644 --- a/content/mechanics/spells/Spells/Cantrips/Warp Step.md +++ b/content/mechanics/spells/Spells/Cantrips/Warp Step.md @@ -30,6 +30,5 @@ components: **Traditions** `=this.traditions` **Cast** `=this.time` | `=this.components` - *** 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/Level 1/Admonishing Ray.md b/content/mechanics/spells/Spells/Level 1/Admonishing Ray.md index 21f60e1b6..6c0211668 100644 --- a/content/mechanics/spells/Spells/Level 1/Admonishing Ray.md +++ b/content/mechanics/spells/Spells/Level 1/Admonishing Ray.md @@ -38,5 +38,4 @@ A ray of energy bludgeons your target into submission without causing lasting ha **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 index a7303d2a0..12069fed8 100644 --- a/content/mechanics/spells/Spells/Level 1/Agitate.md +++ b/content/mechanics/spells/Spells/Level 1/Agitate.md @@ -46,5 +46,4 @@ You send the target's mind and body into overdrive, forcing it to become restles **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/Airburst.md b/content/mechanics/spells/Spells/Level 1/Airburst.md index 9c50fcf37..9dd24f33e 100644 --- a/content/mechanics/spells/Spells/Level 1/Airburst.md +++ b/content/mechanics/spells/Spells/Level 1/Airburst.md @@ -41,5 +41,4 @@ A blast of wind wildly pushes everything nearby. Unattended objects of 1 Bulk or **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/Animate Rope.md b/content/mechanics/spells/Spells/Level 1/Animate Rope.md index de43a10e1..0facea5da 100644 --- a/content/mechanics/spells/Spells/Level 1/Animate Rope.md +++ b/content/mechanics/spells/Spells/Level 1/Animate Rope.md @@ -45,5 +45,4 @@ You cause a length or section of Rope or a rope-like object to animate and follo **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/Charm.md b/content/mechanics/spells/Spells/Level 1/Charm.md index d292f6413..3c27ac43f 100644 --- a/content/mechanics/spells/Spells/Level 1/Charm.md +++ b/content/mechanics/spells/Spells/Level 1/Charm.md @@ -52,6 +52,5 @@ You can Dismiss the spell. If you use hostile actions against the target, the sp **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 index f97c3276d..9b82a69a8 100644 --- a/content/mechanics/spells/Spells/Level 1/Chilling Spray.md +++ b/content/mechanics/spells/Spells/Level 1/Chilling Spray.md @@ -45,5 +45,4 @@ A cone of icy shards bursts from your spread hands and coats the target in a lay **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/Concordant Choir.md b/content/mechanics/spells/Spells/Level 1/Concordant Choir.md index dba2958f3..23dcbb5e8 100644 --- a/content/mechanics/spells/Spells/Level 1/Concordant Choir.md +++ b/content/mechanics/spells/Spells/Level 1/Concordant Choir.md @@ -36,7 +36,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 1/Draw Ire.md b/content/mechanics/spells/Spells/Level 1/Draw Ire.md index a3de6f796..ee310467a 100644 --- a/content/mechanics/spells/Spells/Level 1/Draw Ire.md +++ b/content/mechanics/spells/Spells/Level 1/Draw Ire.md @@ -44,5 +44,4 @@ You cause mental distress to a creature, goading it to strike back at you. You d **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/Fear.md b/content/mechanics/spells/Spells/Level 1/Fear.md index 79c606f86..ce51d2efc 100644 --- a/content/mechanics/spells/Spells/Level 1/Fear.md +++ b/content/mechanics/spells/Spells/Level 1/Fear.md @@ -51,5 +51,4 @@ You plant fear in the target; it must attempt a Will save. **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/Flense.md b/content/mechanics/spells/Spells/Level 1/Flense.md index fe0e19656..746114aa6 100644 --- a/content/mechanics/spells/Spells/Level 1/Flense.md +++ b/content/mechanics/spells/Spells/Level 1/Flense.md @@ -31,10 +31,13 @@ components: **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. +**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/Force Barrage.md b/content/mechanics/spells/Spells/Level 1/Force Barrage.md index 1d28e8955..063997351 100644 --- a/content/mechanics/spells/Spells/Level 1/Force Barrage.md +++ b/content/mechanics/spells/Spells/Level 1/Force Barrage.md @@ -43,5 +43,4 @@ components: 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 index 2c291bfd9..12685f033 100644 --- a/content/mechanics/spells/Spells/Level 1/Forced Mercy.md +++ b/content/mechanics/spells/Spells/Level 1/Forced Mercy.md @@ -46,5 +46,4 @@ You soften the target's blows, ensuring they avoid vital areas and cause no last **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/Gentle Landing.md b/content/mechanics/spells/Spells/Level 1/Gentle Landing.md index c6df4aade..41edba7ff 100644 --- a/content/mechanics/spells/Spells/Level 1/Gentle Landing.md +++ b/content/mechanics/spells/Spells/Level 1/Gentle Landing.md @@ -40,5 +40,4 @@ components: *** 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 index 0383b44e9..7b11cce70 100644 --- a/content/mechanics/spells/Spells/Level 1/Goblin Pox.md +++ b/content/mechanics/spells/Spells/Level 1/Goblin Pox.md @@ -45,7 +45,6 @@ Your touch afflicts the target with goblin pox, an irritating allergenic rash. T **Critical Failure** The target is afflicted with goblin pox at stage 2. - **Goblin Pox (disease) Level 1.** Goblins and goblin dogs are immune. diff --git a/content/mechanics/spells/Spells/Level 1/Grease.md b/content/mechanics/spells/Spells/Level 1/Grease.md index 9cde90680..d96dfc722 100644 --- a/content/mechanics/spells/Spells/Level 1/Grease.md +++ b/content/mechanics/spells/Spells/Level 1/Grease.md @@ -38,7 +38,6 @@ components: *** 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/Gritty Wheeze.md b/content/mechanics/spells/Spells/Level 1/Gritty Wheeze.md index f7ffb7aab..2d6f2cb12 100644 --- a/content/mechanics/spells/Spells/Level 1/Gritty Wheeze.md +++ b/content/mechanics/spells/Spells/Level 1/Gritty Wheeze.md @@ -44,5 +44,4 @@ Water creatures and plant creatures use the outcome one degree of success worse **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/Horizon Thunder Sphere.md b/content/mechanics/spells/Spells/Level 1/Horizon Thunder Sphere.md index 9368b373f..a4d13a2d2 100644 --- a/content/mechanics/spells/Spells/Level 1/Horizon Thunder Sphere.md +++ b/content/mechanics/spells/Spells/Level 1/Horizon Thunder Sphere.md @@ -36,8 +36,6 @@ You gather magical energy into your palm, forming a concentrated ball of electri **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 index a5f551211..b789187c1 100644 --- a/content/mechanics/spells/Spells/Level 1/Hydraulic Push.md +++ b/content/mechanics/spells/Spells/Level 1/Hydraulic Push.md @@ -42,5 +42,4 @@ You call forth a powerful blast of pressurized water that bludgeons the target a **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/Kinetic Ram.md b/content/mechanics/spells/Spells/Level 1/Kinetic Ram.md index 723eccb6c..45339b9c0 100644 --- a/content/mechanics/spells/Spells/Level 1/Kinetic Ram.md +++ b/content/mechanics/spells/Spells/Level 1/Kinetic Ram.md @@ -37,7 +37,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 1/Pest Form.md b/content/mechanics/spells/Spells/Level 1/Pest Form.md index 248993b21..3850a71ce 100644 --- a/content/mechanics/spells/Spells/Level 1/Pest Form.md +++ b/content/mechanics/spells/Spells/Level 1/Pest Form.md @@ -44,5 +44,4 @@ Weakness 5 to physical damage. (If you take physical damage in this form, you ta 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/Phantom Pain.md b/content/mechanics/spells/Spells/Level 1/Phantom Pain.md index e3554a718..ee7ab3932 100644 --- a/content/mechanics/spells/Spells/Level 1/Phantom Pain.md +++ b/content/mechanics/spells/Spells/Level 1/Phantom Pain.md @@ -47,5 +47,4 @@ Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent Me **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/Pummeling Rubble.md b/content/mechanics/spells/Spells/Level 1/Pummeling Rubble.md index 25f571f24..4c5fb5251 100644 --- a/content/mechanics/spells/Spells/Level 1/Pummeling Rubble.md +++ b/content/mechanics/spells/Spells/Level 1/Pummeling Rubble.md @@ -43,5 +43,4 @@ A spray of heavy rocks flies through the air in front of you. The rubble deals 2 **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/Scouring Sand.md b/content/mechanics/spells/Spells/Level 1/Scouring Sand.md index 2dec5df78..70ab7f492 100644 --- a/content/mechanics/spells/Spells/Level 1/Scouring Sand.md +++ b/content/mechanics/spells/Spells/Level 1/Scouring Sand.md @@ -42,6 +42,5 @@ You blast the area with grit that scours away soil and gets into creatures' eyes **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 index 63abe60da..7a2386628 100644 --- a/content/mechanics/spells/Spells/Level 1/Seashell of Stolen Sound.md +++ b/content/mechanics/spells/Spells/Level 1/Seashell of Stolen Sound.md @@ -36,7 +36,7 @@ components: **Cast** `=this.time` | `=this.components`; **Trigger** `=this.trigger` **Range** `=this.range` **Duration** `=this.duration` -**Cost** `=this.cost` +**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. diff --git a/content/mechanics/spells/Spells/Level 1/Shockwave.md b/content/mechanics/spells/Spells/Level 1/Shockwave.md index 5dd8653b1..55dfe6569 100644 --- a/content/mechanics/spells/Spells/Level 1/Shockwave.md +++ b/content/mechanics/spells/Spells/Level 1/Shockwave.md @@ -45,5 +45,4 @@ You create a wave of energy that ripples through the earth. Terrestrial creature **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 index 1acd25afd..bd104144d 100644 --- a/content/mechanics/spells/Spells/Level 1/Sleep.md +++ b/content/mechanics/spells/Spells/Level 1/Sleep.md @@ -50,5 +50,4 @@ Each creature in the area becomes drowsy and might fall asleep. A creature that **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 index 5d4444ca2..d1f2e4b05 100644 --- a/content/mechanics/spells/Spells/Level 1/Snowball.md +++ b/content/mechanics/spells/Spells/Level 1/Snowball.md @@ -42,5 +42,4 @@ You throw a magically propelled and chilled ball of dense snow. The target takes **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/Spider Sting.md b/content/mechanics/spells/Spells/Level 1/Spider Sting.md index 4251ae5ba..cd70a271f 100644 --- a/content/mechanics/spells/Spells/Level 1/Spider Sting.md +++ b/content/mechanics/spells/Spells/Level 1/Spider Sting.md @@ -45,7 +45,6 @@ You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage **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) diff --git a/content/mechanics/spells/Spells/Level 1/Swampcall.md b/content/mechanics/spells/Spells/Level 1/Swampcall.md index ad282acf2..2a062c090 100644 --- a/content/mechanics/spells/Spells/Level 1/Swampcall.md +++ b/content/mechanics/spells/Spells/Level 1/Swampcall.md @@ -41,5 +41,4 @@ You call upon the spirits of the soil to twist and churn, transforming the terra **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/Tailwind.md b/content/mechanics/spells/Spells/Level 1/Tailwind.md index 48747ae0b..fe9e34bd9 100644 --- a/content/mechanics/spells/Spells/Level 1/Tailwind.md +++ b/content/mechanics/spells/Spells/Level 1/Tailwind.md @@ -38,5 +38,4 @@ components: *** 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/Tether.md b/content/mechanics/spells/Spells/Level 1/Tether.md index 05dfbdf10..1bf76f80e 100644 --- a/content/mechanics/spells/Spells/Level 1/Tether.md +++ b/content/mechanics/spells/Spells/Level 1/Tether.md @@ -44,5 +44,4 @@ You use magical chains, vines, or other tethers to bind your target to you. The **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/Unseen Servant.md b/content/mechanics/spells/Spells/Level 1/Unseen Servant.md index 36e3fbdca..51c3bd29c 100644 --- a/content/mechanics/spells/Spells/Level 1/Unseen Servant.md +++ b/content/mechanics/spells/Spells/Level 1/Unseen Servant.md @@ -38,7 +38,6 @@ components: *** 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]]== @@ -49,7 +48,6 @@ You summon an unseen servant, which you can command as part of Sustaining the Sp **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 diff --git a/content/mechanics/spells/Spells/Level 10/Alter Reality.md b/content/mechanics/spells/Spells/Level 10/Alter Reality.md index a3954bbf0..1c4b3efc1 100644 --- a/content/mechanics/spells/Spells/Level 10/Alter Reality.md +++ b/content/mechanics/spells/Spells/Level 10/Alter Reality.md @@ -37,5 +37,4 @@ Duplicate any spell from another spell list of 7th level or lower. It must be co 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 index f3251a506..a63b0a6a1 100644 --- a/content/mechanics/spells/Spells/Level 10/Avatar.md +++ b/content/mechanics/spells/Spells/Level 10/Avatar.md @@ -33,7 +33,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 10/Cataclysm.md b/content/mechanics/spells/Spells/Level 10/Cataclysm.md index 1d847fb3c..4ce2d1a15 100644 --- a/content/mechanics/spells/Spells/Level 10/Cataclysm.md +++ b/content/mechanics/spells/Spells/Level 10/Cataclysm.md @@ -46,7 +46,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 10/Miracle.md b/content/mechanics/spells/Spells/Level 10/Miracle.md index 1e81ffc51..e89179388 100644 --- a/content/mechanics/spells/Spells/Level 10/Miracle.md +++ b/content/mechanics/spells/Spells/Level 10/Miracle.md @@ -31,7 +31,6 @@ 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. diff --git a/content/mechanics/spells/Spells/Level 10/Primal Phenomenon.md b/content/mechanics/spells/Spells/Level 10/Primal Phenomenon.md index 28b3417f0..5d617a14f 100644 --- a/content/mechanics/spells/Spells/Level 10/Primal Phenomenon.md +++ b/content/mechanics/spells/Spells/Level 10/Primal Phenomenon.md @@ -31,7 +31,6 @@ 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. diff --git a/content/mechanics/spells/Spells/Level 10/Summon Kaiju.md b/content/mechanics/spells/Spells/Level 10/Summon Kaiju.md index 127cae568..0278bc73e 100644 --- a/content/mechanics/spells/Spells/Level 10/Summon Kaiju.md +++ b/content/mechanics/spells/Spells/Level 10/Summon Kaiju.md @@ -41,7 +41,6 @@ You briefly conjure a kaiju, a massive, rampaging monster with a unique name and **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. diff --git a/content/mechanics/spells/Spells/Level 10/Wish.md b/content/mechanics/spells/Spells/Level 10/Wish.md index 76209fe5b..35fcf688d 100644 --- a/content/mechanics/spells/Spells/Level 10/Wish.md +++ b/content/mechanics/spells/Spells/Level 10/Wish.md @@ -31,7 +31,6 @@ 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. diff --git a/content/mechanics/spells/Spells/Level 2/Animal Form.md b/content/mechanics/spells/Spells/Level 2/Animal Form.md index 5e581f28b..05a23e0e8 100644 --- a/content/mechanics/spells/Spells/Level 2/Animal Form.md +++ b/content/mechanics/spells/Spells/Level 2/Animal Form.md @@ -37,14 +37,12 @@ You call upon primal energy to transform yourself into a Medium animal battle fo 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; diff --git a/content/mechanics/spells/Spells/Level 2/Animus Mine.md b/content/mechanics/spells/Spells/Level 2/Animus Mine.md index 5c72d4ee9..a55c53e53 100644 --- a/content/mechanics/spells/Spells/Level 2/Animus Mine.md +++ b/content/mechanics/spells/Spells/Level 2/Animus Mine.md @@ -43,5 +43,4 @@ The first creature that uses a mental effect against you triggers the animus min **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 index 439eff18d..8e099684a 100644 --- a/content/mechanics/spells/Spells/Level 2/Ash Cloud.md +++ b/content/mechanics/spells/Spells/Level 2/Ash Cloud.md @@ -47,5 +47,4 @@ You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain f **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 index a2e44510a..2dfebc3dd 100644 --- a/content/mechanics/spells/Spells/Level 2/Augury.md +++ b/content/mechanics/spells/Spells/Level 2/Augury.md @@ -40,5 +40,4 @@ You gain a vague glimpse of the future. During the casting of this spell, ask ab **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/Blistering Invective.md b/content/mechanics/spells/Spells/Level 2/Blistering Invective.md index ce5b20fbc..5183a859c 100644 --- a/content/mechanics/spells/Spells/Level 2/Blistering Invective.md +++ b/content/mechanics/spells/Spells/Level 2/Blistering Invective.md @@ -48,5 +48,4 @@ A heap of insults and invectives spew from your mouth-words so devastating your **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 Vendetta.md b/content/mechanics/spells/Spells/Level 2/Blood Vendetta.md index 0bdd94519..01924d581 100644 --- a/content/mechanics/spells/Spells/Level 2/Blood Vendetta.md +++ b/content/mechanics/spells/Spells/Level 2/Blood Vendetta.md @@ -45,5 +45,4 @@ You curse the target, punishing it for having the audacity to spill your blood. **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/Boneshaker.md b/content/mechanics/spells/Spells/Level 2/Boneshaker.md index 78cf00f9e..ecbda143e 100644 --- a/content/mechanics/spells/Spells/Level 2/Boneshaker.md +++ b/content/mechanics/spells/Spells/Level 2/Boneshaker.md @@ -44,5 +44,4 @@ You reach out a hand and seize a creature's skeleton from afar, harming their bo **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/Breath of Drought.md b/content/mechanics/spells/Spells/Level 2/Breath of Drought.md index 6834205f8..59bdbab95 100644 --- a/content/mechanics/spells/Spells/Level 2/Breath of Drought.md +++ b/content/mechanics/spells/Spells/Level 2/Breath of Drought.md @@ -41,6 +41,5 @@ You fill the area with an oppressive, arid swelter that overwhelms creatures wit **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/Continual Flame.md b/content/mechanics/spells/Spells/Level 2/Continual Flame.md index cf616ca10..4c7811104 100644 --- a/content/mechanics/spells/Spells/Level 2/Continual Flame.md +++ b/content/mechanics/spells/Spells/Level 2/Continual Flame.md @@ -40,12 +40,11 @@ components: **Cast** `=this.time` | `=this.components` **Range** `=this.range`; **Targets** `=this.target` **Duration** `=this.duration` -**Cost** `=this.cost` +**Cost** `=this.cost` *** 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 diff --git a/content/mechanics/spells/Spells/Level 2/Expeditious Excavation.md b/content/mechanics/spells/Spells/Level 2/Expeditious Excavation.md index c2d8fd23d..4034af8aa 100644 --- a/content/mechanics/spells/Spells/Level 2/Expeditious Excavation.md +++ b/content/mechanics/spells/Spells/Level 2/Expeditious Excavation.md @@ -44,5 +44,4 @@ You remove loose dirt, dust, gravel, sand, and the like (though not solid stone) **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/Fear the Sun.md b/content/mechanics/spells/Spells/Level 2/Fear the Sun.md index ea49af16b..e30ef90f7 100644 --- a/content/mechanics/spells/Spells/Level 2/Fear the Sun.md +++ b/content/mechanics/spells/Spells/Level 2/Fear the Sun.md @@ -43,5 +43,4 @@ You cause the creature's vision to become particularly sensitive. The creature m **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 index 73f5d4361..7ead68f31 100644 --- a/content/mechanics/spells/Spells/Level 2/Feast of Ashes.md +++ b/content/mechanics/spells/Spells/Level 2/Feast of Ashes.md @@ -47,5 +47,4 @@ You curse the target with a hunger no food can sate. You can Dismiss the spell. **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/Fungal Infestation.md b/content/mechanics/spells/Spells/Level 2/Fungal Infestation.md index 1039027fd..50154a55b 100644 --- a/content/mechanics/spells/Spells/Level 2/Fungal Infestation.md +++ b/content/mechanics/spells/Spells/Level 2/Fungal Infestation.md @@ -40,5 +40,4 @@ Toxic spores swarm over creatures in the area, causing them to erupt in grotesqu **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/Ghoulish Cravings.md b/content/mechanics/spells/Spells/Level 2/Ghoulish Cravings.md index 4f2e2b3ad..af62a2c1a 100644 --- a/content/mechanics/spells/Spells/Level 2/Ghoulish Cravings.md +++ b/content/mechanics/spells/Spells/Level 2/Ghoulish Cravings.md @@ -44,7 +44,6 @@ You touch the target to afflict it with ghoul fever, infesting it with hunger an **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) diff --git a/content/mechanics/spells/Spells/Level 2/Heat Metal.md b/content/mechanics/spells/Spells/Level 2/Heat Metal.md index 029120b59..474138a43 100644 --- a/content/mechanics/spells/Spells/Level 2/Heat Metal.md +++ b/content/mechanics/spells/Spells/Level 2/Heat Metal.md @@ -46,5 +46,4 @@ If you target an item held by the creature, the creature can Release the item to **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/Horrifying Blood Loss.md b/content/mechanics/spells/Spells/Level 2/Horrifying Blood Loss.md index 4c8634dea..03e074c59 100644 --- a/content/mechanics/spells/Spells/Level 2/Horrifying Blood Loss.md +++ b/content/mechanics/spells/Spells/Level 2/Horrifying Blood Loss.md @@ -46,5 +46,4 @@ You curse the target, filling it with terror at the loss of its blood. The targe **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/Ignite Fireworks.md b/content/mechanics/spells/Spells/Level 2/Ignite Fireworks.md index 22a20c8c3..43bf5a192 100644 --- a/content/mechanics/spells/Spells/Level 2/Ignite Fireworks.md +++ b/content/mechanics/spells/Spells/Level 2/Ignite Fireworks.md @@ -45,5 +45,4 @@ A brilliant and clamorous display of sparks and colorful fireworks explode aroun **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/Imp Sting.md b/content/mechanics/spells/Spells/Level 2/Imp Sting.md index 0c649250d..4bfc8b510 100644 --- a/content/mechanics/spells/Spells/Level 2/Imp Sting.md +++ b/content/mechanics/spells/Spells/Level 2/Imp Sting.md @@ -44,7 +44,6 @@ You reproduce an imp's evil, poisonous sting, stabbing at an enemy and possibly **Critical Failure** The target is afflicted with imp venom at stage 2. - **Imp Venom (poison) Level 3** Maximum Duration 6 rounds diff --git a/content/mechanics/spells/Spells/Level 2/Impeccable Flow.md b/content/mechanics/spells/Spells/Level 2/Impeccable Flow.md index 9f0c2af07..91431a2b2 100644 --- a/content/mechanics/spells/Spells/Level 2/Impeccable Flow.md +++ b/content/mechanics/spells/Spells/Level 2/Impeccable Flow.md @@ -37,5 +37,4 @@ You attune yourself to an underlying cosmic order to the world. While you remain **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 index 1dfe91c74..a541c57da 100644 --- a/content/mechanics/spells/Spells/Level 2/Inner Radiance Torrent.md +++ b/content/mechanics/spells/Spells/Level 2/Inner Radiance Torrent.md @@ -36,11 +36,9 @@ components: *** 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/Lock Item.md b/content/mechanics/spells/Spells/Level 2/Lock Item.md index ec10b17a1..3003fcb44 100644 --- a/content/mechanics/spells/Spells/Level 2/Lock Item.md +++ b/content/mechanics/spells/Spells/Level 2/Lock Item.md @@ -44,5 +44,4 @@ One object held by a creature becomes fused to that creature's hand and can't be **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/Mind Games.md b/content/mechanics/spells/Spells/Level 2/Mind Games.md index 3f8dc2ac9..c22ba7b29 100644 --- a/content/mechanics/spells/Spells/Level 2/Mind Games.md +++ b/content/mechanics/spells/Spells/Level 2/Mind Games.md @@ -37,7 +37,7 @@ components: **Cast** `=this.time` | `=this.components` **Range** `=this.range`; **Targets** `=this.target` **Saving Throw** `=this.save`; **Duration** `=this.duration` -**Cost** `=this.cost` +**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. diff --git a/content/mechanics/spells/Spells/Level 2/Restoration.md b/content/mechanics/spells/Spells/Level 2/Restoration.md index d05abef95..1205fbb34 100644 --- a/content/mechanics/spells/Spells/Level 2/Restoration.md +++ b/content/mechanics/spells/Spells/Level 2/Restoration.md @@ -36,7 +36,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 2/Shadow Zombie.md b/content/mechanics/spells/Spells/Level 2/Shadow Zombie.md index 615046d21..91ff3f432 100644 --- a/content/mechanics/spells/Spells/Level 2/Shadow Zombie.md +++ b/content/mechanics/spells/Spells/Level 2/Shadow Zombie.md @@ -44,5 +44,4 @@ You cast a shadow over the target zombie, briefly turning it into shadowy vapor **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/Sound Burst.md b/content/mechanics/spells/Spells/Level 2/Sound Burst.md index 1c767a28c..5a67e5142 100644 --- a/content/mechanics/spells/Spells/Level 2/Sound Burst.md +++ b/content/mechanics/spells/Spells/Level 2/Sound Burst.md @@ -42,5 +42,4 @@ A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must at **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/Summoner's Precaution.md b/content/mechanics/spells/Spells/Level 2/Summoner's Precaution.md index 5d689328f..a19b2cc9f 100644 --- a/content/mechanics/spells/Spells/Level 2/Summoner's Precaution.md +++ b/content/mechanics/spells/Spells/Level 2/Summoner's Precaution.md @@ -39,5 +39,4 @@ components: 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/Teeth to Terror.md b/content/mechanics/spells/Spells/Level 2/Teeth to Terror.md index 441ad1b63..f85f2c997 100644 --- a/content/mechanics/spells/Spells/Level 2/Teeth to Terror.md +++ b/content/mechanics/spells/Spells/Level 2/Teeth to Terror.md @@ -43,5 +43,4 @@ The target believes its teeth are falling out, crawling along its face, stabbing **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/Vicious Jealousy.md b/content/mechanics/spells/Spells/Level 2/Vicious Jealousy.md index 55ec7b4e8..812bdf0c9 100644 --- a/content/mechanics/spells/Spells/Level 2/Vicious Jealousy.md +++ b/content/mechanics/spells/Spells/Level 2/Vicious Jealousy.md @@ -44,5 +44,4 @@ The target is overcome by deep jealousy and resentment that twists its mind agai **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/Warrior's Regret.md b/content/mechanics/spells/Spells/Level 2/Warrior's Regret.md index cf0b1c8f4..11530adb5 100644 --- a/content/mechanics/spells/Spells/Level 2/Warrior's Regret.md +++ b/content/mechanics/spells/Spells/Level 2/Warrior's Regret.md @@ -45,5 +45,4 @@ Regret eats away at the target's mind, punishing it for its violence until it ce **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/Web.md b/content/mechanics/spells/Spells/Level 2/Web.md index e1b7e0d17..2bbfff86e 100644 --- a/content/mechanics/spells/Spells/Level 2/Web.md +++ b/content/mechanics/spells/Spells/Level 2/Web.md @@ -47,5 +47,4 @@ Each time a creature in the web begins to use a move action or enters the web du **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 index 77788214c..b11931bd7 100644 --- a/content/mechanics/spells/Spells/Level 2/Worm's Repast.md +++ b/content/mechanics/spells/Spells/Level 2/Worm's Repast.md @@ -42,5 +42,4 @@ Gnawing worms materialize within the flesh of the target creature, dealing 4d6 p **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 index 1071b2822..87c61d667 100644 --- a/content/mechanics/spells/Spells/Level 3/Agonizing Despair.md +++ b/content/mechanics/spells/Spells/Level 3/Agonizing Despair.md @@ -45,5 +45,4 @@ Your target's mind tumbles down a deep well of dread, dwelling so intently on de **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/Behold the Weave.md b/content/mechanics/spells/Spells/Level 3/Behold the Weave.md index 9e98140ee..2d745a286 100644 --- a/content/mechanics/spells/Spells/Level 3/Behold the Weave.md +++ b/content/mechanics/spells/Spells/Level 3/Behold the Weave.md @@ -44,5 +44,4 @@ You behold the many timelines that weave around a creature, and in so doing, you **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/Chilling Darkness.md b/content/mechanics/spells/Spells/Level 3/Chilling Darkness.md index a0ec7b9d6..2402b63a6 100644 --- a/content/mechanics/spells/Spells/Level 3/Chilling Darkness.md +++ b/content/mechanics/spells/Spells/Level 3/Chilling Darkness.md @@ -45,5 +45,4 @@ If the ray passes through an area of magical light or targets a creature affecte **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/Crisis of Faith.md b/content/mechanics/spells/Spells/Level 3/Crisis of Faith.md index e53d63a5e..a6bba4a76 100644 --- a/content/mechanics/spells/Spells/Level 3/Crisis of Faith.md +++ b/content/mechanics/spells/Spells/Level 3/Crisis of Faith.md @@ -43,5 +43,4 @@ To many deities, casting this spell on a follower of your own deity without sign **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 index db1ad8494..407a14a79 100644 --- a/content/mechanics/spells/Spells/Level 3/Cup of Dust.md +++ b/content/mechanics/spells/Spells/Level 3/Cup of Dust.md @@ -49,5 +49,4 @@ You curse the target with a thirst no drink can quench. You can Dismiss the spel **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 index 59ab9ebc3..4c168f096 100644 --- a/content/mechanics/spells/Spells/Level 3/Curse Of Lost Time.md +++ b/content/mechanics/spells/Spells/Level 3/Curse Of Lost Time.md @@ -41,15 +41,13 @@ components: *** 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. +**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 index f7182e09b..edb0d8342 100644 --- a/content/mechanics/spells/Spells/Level 3/Day's Weight.md +++ b/content/mechanics/spells/Spells/Level 3/Day's Weight.md @@ -43,5 +43,4 @@ You fast-forward time for a single creature, burdening it with the aches and pai **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 index 424b591be..d0668f46e 100644 --- a/content/mechanics/spells/Spells/Level 3/Distracting Chatter.md +++ b/content/mechanics/spells/Spells/Level 3/Distracting Chatter.md @@ -43,5 +43,4 @@ You bombard a target with distracting auditory illusions, surrounding them with **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/Elemental Annihilation Wave.md b/content/mechanics/spells/Spells/Level 3/Elemental Annihilation Wave.md index 8cd2fbbb6..11b1741ea 100644 --- a/content/mechanics/spells/Spells/Level 3/Elemental Annihilation Wave.md +++ b/content/mechanics/spells/Spells/Level 3/Elemental Annihilation Wave.md @@ -42,8 +42,6 @@ You draw elemental power from your surroundings, and combining it with your own **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/Excise Lexicon.md b/content/mechanics/spells/Spells/Level 3/Excise Lexicon.md index e12b6c0a1..ca634ffde 100644 --- a/content/mechanics/spells/Spells/Level 3/Excise Lexicon.md +++ b/content/mechanics/spells/Spells/Level 3/Excise Lexicon.md @@ -43,5 +43,4 @@ You reach into a creature's mind and extract its knowledge of a word. Choose a w **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/Impending Doom.md b/content/mechanics/spells/Spells/Level 3/Impending Doom.md index 843035657..316bcfb8e 100644 --- a/content/mechanics/spells/Spells/Level 3/Impending Doom.md +++ b/content/mechanics/spells/Spells/Level 3/Impending Doom.md @@ -48,5 +48,4 @@ You sift through myriad potential futures, seize upon one potential moment in wh **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 index a7c244c36..b71bb2f93 100644 --- a/content/mechanics/spells/Spells/Level 3/Infectious Ennui.md +++ b/content/mechanics/spells/Spells/Level 3/Infectious Ennui.md @@ -44,5 +44,4 @@ With a wave of your hand and a short invocation, you cause feelings of ennui and **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 index 26b1a4e58..ba0ba5e19 100644 --- a/content/mechanics/spells/Spells/Level 3/Insect Form.md +++ b/content/mechanics/spells/Spells/Level 3/Insect Form.md @@ -43,7 +43,6 @@ 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; diff --git a/content/mechanics/spells/Spells/Level 3/Mad Monkeys.md b/content/mechanics/spells/Spells/Level 3/Mad Monkeys.md index a4fd0f7f8..141428179 100644 --- a/content/mechanics/spells/Spells/Level 3/Mad Monkeys.md +++ b/content/mechanics/spells/Spells/Level 3/Mad Monkeys.md @@ -41,17 +41,14 @@ Magical monkey spirits fill the area as they pile and climb on top of one anothe 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. diff --git a/content/mechanics/spells/Spells/Level 3/Mind of Menace.md b/content/mechanics/spells/Spells/Level 3/Mind of Menace.md index 9bac501bb..a45d94166 100644 --- a/content/mechanics/spells/Spells/Level 3/Mind of Menace.md +++ b/content/mechanics/spells/Spells/Level 3/Mind of Menace.md @@ -43,5 +43,4 @@ components: 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 index 6bf74ea89..bdb9676b1 100644 --- a/content/mechanics/spells/Spells/Level 3/Moonlight Ray.md +++ b/content/mechanics/spells/Spells/Level 3/Moonlight Ray.md @@ -42,6 +42,5 @@ Moonlight ray's cold damage is silver damage for the purposes of weaknesses, res **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 index b97ddafc7..483a6fd76 100644 --- a/content/mechanics/spells/Spells/Level 3/Moth's Supper.md +++ b/content/mechanics/spells/Spells/Level 3/Moth's Supper.md @@ -33,7 +33,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 3/Ooze Form.md b/content/mechanics/spells/Spells/Level 3/Ooze Form.md index 0bada19df..7d467189d 100644 --- a/content/mechanics/spells/Spells/Level 3/Ooze Form.md +++ b/content/mechanics/spells/Spells/Level 3/Ooze Form.md @@ -44,7 +44,6 @@ No vision and motion sense 30 feet. You can sense nearby motion through vibratio 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; diff --git a/content/mechanics/spells/Spells/Level 3/Paralyze.md b/content/mechanics/spells/Spells/Level 3/Paralyze.md index e3ae5519c..c788da9cf 100644 --- a/content/mechanics/spells/Spells/Level 3/Paralyze.md +++ b/content/mechanics/spells/Spells/Level 3/Paralyze.md @@ -46,5 +46,4 @@ You block the target's motor impulses before they can leave its mind, threatenin **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/Positive Attunement.md b/content/mechanics/spells/Spells/Level 3/Positive Attunement.md index a94d0bd31..80c0149db 100644 --- a/content/mechanics/spells/Spells/Level 3/Positive Attunement.md +++ b/content/mechanics/spells/Spells/Level 3/Positive Attunement.md @@ -46,5 +46,4 @@ If the creature is undead or has negative healing, it instead takes 1d8 positive **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 index fa26ec43b..bff45ff5a 100644 --- a/content/mechanics/spells/Spells/Level 3/Pyrotechnics.md +++ b/content/mechanics/spells/Spells/Level 3/Pyrotechnics.md @@ -39,13 +39,11 @@ components: *** 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/Roaring Applause.md b/content/mechanics/spells/Spells/Level 3/Roaring Applause.md index 108c6f954..022686ad8 100644 --- a/content/mechanics/spells/Spells/Level 3/Roaring Applause.md +++ b/content/mechanics/spells/Spells/Level 3/Roaring Applause.md @@ -45,5 +45,4 @@ Your flamboyant flourish invokes such powerful feelings in your audience that yo **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/Sanctified Ground.md b/content/mechanics/spells/Spells/Level 3/Sanctified Ground.md index 9bcef0771..3ebd60b18 100644 --- a/content/mechanics/spells/Spells/Level 3/Sanctified Ground.md +++ b/content/mechanics/spells/Spells/Level 3/Sanctified Ground.md @@ -34,6 +34,6 @@ components: **Cast** `=this.time` | `=this.components` **Area** `=this.area` **Duration** `=this.duration` -**Cost** `=this.cost` +**Cost** `=this.cost` *** 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 index 19a48a92c..c5ef78991 100644 --- a/content/mechanics/spells/Spells/Level 3/Sculpt Sound.md +++ b/content/mechanics/spells/Spells/Level 3/Sculpt Sound.md @@ -42,5 +42,4 @@ Because this spell obscures sound instead of preventing it, using the spell to q **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/Searing Light.md b/content/mechanics/spells/Spells/Level 3/Searing Light.md index a5db0f407..e23a72fd4 100644 --- a/content/mechanics/spells/Spells/Level 3/Searing Light.md +++ b/content/mechanics/spells/Spells/Level 3/Searing Light.md @@ -46,5 +46,4 @@ If the light passes through an area of magical darkness or targets a creature af **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/Shadow Projectile.md b/content/mechanics/spells/Spells/Level 3/Shadow Projectile.md index b83db05c4..52c16764b 100644 --- a/content/mechanics/spells/Spells/Level 3/Shadow Projectile.md +++ b/content/mechanics/spells/Spells/Level 3/Shadow Projectile.md @@ -40,5 +40,4 @@ You create an illusory duplicate of your ally's ranged attack to confuse your op **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/Shifting Sand.md b/content/mechanics/spells/Spells/Level 3/Shifting Sand.md index e809d8a0e..89d9ca1b7 100644 --- a/content/mechanics/spells/Spells/Level 3/Shifting Sand.md +++ b/content/mechanics/spells/Spells/Level 3/Shifting Sand.md @@ -46,7 +46,6 @@ You cause the surface to heave. The area becomes difficult terrain and any track **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/Slow.md b/content/mechanics/spells/Spells/Level 3/Slow.md index 6b9cf277d..ced2893ff 100644 --- a/content/mechanics/spells/Spells/Level 3/Slow.md +++ b/content/mechanics/spells/Spells/Level 3/Slow.md @@ -47,5 +47,4 @@ You dilate the flow of time around the target, slowing its actions. **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/Wall of Wind.md b/content/mechanics/spells/Spells/Level 3/Wall of Wind.md index bbf09d040..ef0f7755f 100644 --- a/content/mechanics/spells/Spells/Level 3/Wall of Wind.md +++ b/content/mechanics/spells/Spells/Level 3/Wall of Wind.md @@ -43,7 +43,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 4/Aerial Form.md b/content/mechanics/spells/Spells/Level 4/Aerial Form.md index 05191ff8c..c777a9f43 100644 --- a/content/mechanics/spells/Spells/Level 4/Aerial Form.md +++ b/content/mechanics/spells/Spells/Level 4/Aerial Form.md @@ -44,7 +44,6 @@ 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** diff --git a/content/mechanics/spells/Spells/Level 4/Aromatic Lure.md b/content/mechanics/spells/Spells/Level 4/Aromatic Lure.md index 395c13e8d..68c459eaa 100644 --- a/content/mechanics/spells/Spells/Level 4/Aromatic Lure.md +++ b/content/mechanics/spells/Spells/Level 4/Aromatic Lure.md @@ -45,5 +45,4 @@ You override a target's olfactory senses, luring them to a specific location thr **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/Bloodspray Curse.md b/content/mechanics/spells/Spells/Level 4/Bloodspray Curse.md index 70a1afcc5..b84ca6ae4 100644 --- a/content/mechanics/spells/Spells/Level 4/Bloodspray Curse.md +++ b/content/mechanics/spells/Spells/Level 4/Bloodspray Curse.md @@ -43,5 +43,4 @@ You inflict a curse upon the target that causes any wound to gush blood. The tar **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/Chromatic Armor.md b/content/mechanics/spells/Spells/Level 4/Chromatic Armor.md index 29baaf92c..f319d1e3d 100644 --- a/content/mechanics/spells/Spells/Level 4/Chromatic Armor.md +++ b/content/mechanics/spells/Spells/Level 4/Chromatic Armor.md @@ -39,7 +39,6 @@ You wrap the target in armor made of sheets of colored light. The armor sheds br 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 diff --git a/content/mechanics/spells/Spells/Level 4/Chromatic Ray.md b/content/mechanics/spells/Spells/Level 4/Chromatic Ray.md index e97eff058..228394776 100644 --- a/content/mechanics/spells/Spells/Level 4/Chromatic Ray.md +++ b/content/mechanics/spells/Spells/Level 4/Chromatic Ray.md @@ -39,7 +39,6 @@ components: *** 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. @@ -47,7 +46,6 @@ You send out a ray of colored light streaming toward your enemy, with a magical **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. diff --git a/content/mechanics/spells/Spells/Level 4/Confusion.md b/content/mechanics/spells/Spells/Level 4/Confusion.md index 4f86d1da1..4a767ce70 100644 --- a/content/mechanics/spells/Spells/Level 4/Confusion.md +++ b/content/mechanics/spells/Spells/Level 4/Confusion.md @@ -48,5 +48,4 @@ You befuddle your target with strange impulses, causing it to act randomly. The **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/Dimension Door.md b/content/mechanics/spells/Spells/Level 4/Dimension Door.md index 52e08b75f..fda3d0ba2 100644 --- a/content/mechanics/spells/Spells/Level 4/Dimension Door.md +++ b/content/mechanics/spells/Spells/Level 4/Dimension Door.md @@ -42,5 +42,4 @@ components: *** 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 index ba9a32843..63818b2c9 100644 --- a/content/mechanics/spells/Spells/Level 4/Dinosaur Form.md +++ b/content/mechanics/spells/Spells/Level 4/Dinosaur Form.md @@ -37,14 +37,12 @@ You channel the primal forces of nature to transform into a Large animal battle 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; diff --git a/content/mechanics/spells/Spells/Level 4/Dirge of Remembrance.md b/content/mechanics/spells/Spells/Level 4/Dirge of Remembrance.md index 9002646ba..7be481e7b 100644 --- a/content/mechanics/spells/Spells/Level 4/Dirge of Remembrance.md +++ b/content/mechanics/spells/Spells/Level 4/Dirge of Remembrance.md @@ -42,5 +42,4 @@ You sing a funereal dirge to force restless spirits to fully manifest in the Mat **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/Divine Wrath.md b/content/mechanics/spells/Spells/Level 4/Divine Wrath.md index 8707cbff6..09d349199 100644 --- a/content/mechanics/spells/Spells/Level 4/Divine Wrath.md +++ b/content/mechanics/spells/Spells/Level 4/Divine Wrath.md @@ -42,5 +42,4 @@ You can channel the fury of your deity against foes of opposed alignment. Choose **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/Elemental Gift.md b/content/mechanics/spells/Spells/Level 4/Elemental Gift.md index 1bc5e5269..e09efa5f8 100644 --- a/content/mechanics/spells/Spells/Level 4/Elemental Gift.md +++ b/content/mechanics/spells/Spells/Level 4/Elemental Gift.md @@ -43,5 +43,4 @@ An elemental force fills your target, granting the target the swiftness of air, **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 index fd10bff36..71217d73b 100644 --- a/content/mechanics/spells/Spells/Level 4/Elephant Form.md +++ b/content/mechanics/spells/Spells/Level 4/Elephant Form.md @@ -40,7 +40,6 @@ 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 index 354648c0a..784920dee 100644 --- a/content/mechanics/spells/Spells/Level 4/Enervation.md +++ b/content/mechanics/spells/Spells/Level 4/Enervation.md @@ -42,5 +42,4 @@ Extending a finger, you fire a beam of negative energy that weakens the life for **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/Favorable Review.md b/content/mechanics/spells/Spells/Level 4/Favorable Review.md index dd95e6d90..9df2b1bd2 100644 --- a/content/mechanics/spells/Spells/Level 4/Favorable Review.md +++ b/content/mechanics/spells/Spells/Level 4/Favorable Review.md @@ -44,5 +44,4 @@ You enchant a creature to ensure they have only good things to say about your sh **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 index 3064d0f6d..340b32113 100644 --- a/content/mechanics/spells/Spells/Level 4/Fey Form.md +++ b/content/mechanics/spells/Spells/Level 4/Fey Form.md @@ -42,7 +42,6 @@ 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** diff --git a/content/mechanics/spells/Spells/Level 4/Implement of Destruction.md b/content/mechanics/spells/Spells/Level 4/Implement of Destruction.md index a3dd7b205..22e500958 100644 --- a/content/mechanics/spells/Spells/Level 4/Implement of Destruction.md +++ b/content/mechanics/spells/Spells/Level 4/Implement of Destruction.md @@ -45,5 +45,4 @@ You solemnly declare that the target weapon will bring death to a foe, implantin **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 index 31af31b28..070d90750 100644 --- a/content/mechanics/spells/Spells/Level 4/Infectious Melody.md +++ b/content/mechanics/spells/Spells/Level 4/Infectious Melody.md @@ -41,6 +41,5 @@ You call forth the chords of a tune so catchy that foes hearing it can't help bu **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 index e4dad3d72..c9c95c23d 100644 --- a/content/mechanics/spells/Spells/Level 4/Internal Insurrection.md +++ b/content/mechanics/spells/Spells/Level 4/Internal Insurrection.md @@ -43,7 +43,6 @@ You afflict the target with the supernatural disease known as internal insurrect **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 diff --git a/content/mechanics/spells/Spells/Level 4/Modify Memory.md b/content/mechanics/spells/Spells/Level 4/Modify Memory.md index cccaeb4a0..9d9bd79b5 100644 --- a/content/mechanics/spells/Spells/Level 4/Modify Memory.md +++ b/content/mechanics/spells/Spells/Level 4/Modify Memory.md @@ -43,6 +43,5 @@ You alter the target's memories, either erasing a memory, enhancing a memory's c **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/Necrotic Radiation.md b/content/mechanics/spells/Spells/Level 4/Necrotic Radiation.md index c9f419ba6..3ca92ffe0 100644 --- a/content/mechanics/spells/Spells/Level 4/Necrotic Radiation.md +++ b/content/mechanics/spells/Spells/Level 4/Necrotic Radiation.md @@ -44,5 +44,4 @@ You imbue the touched object or space with slow-acting necrotic radiation. If yo **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/Painful Vibrations.md b/content/mechanics/spells/Spells/Level 4/Painful Vibrations.md index aee85235f..d32eb4934 100644 --- a/content/mechanics/spells/Spells/Level 4/Painful Vibrations.md +++ b/content/mechanics/spells/Spells/Level 4/Painful Vibrations.md @@ -42,5 +42,4 @@ You send powerful sound waves through an opponent's body, vibrating its bones an **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 index e0b1c1d63..7ca761e40 100644 --- a/content/mechanics/spells/Spells/Level 4/Pernicious Poltergeist.md +++ b/content/mechanics/spells/Spells/Level 4/Pernicious Poltergeist.md @@ -36,7 +36,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 4/Phantasmal Killer.md b/content/mechanics/spells/Spells/Level 4/Phantasmal Killer.md index 330d686cc..02fe72aab 100644 --- a/content/mechanics/spells/Spells/Level 4/Phantasmal Killer.md +++ b/content/mechanics/spells/Spells/Level 4/Phantasmal Killer.md @@ -49,5 +49,4 @@ You create a phantasmal image of the most fearsome creature imaginable to the ta **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/Planar Tether.md b/content/mechanics/spells/Spells/Level 4/Planar Tether.md index 982e147bf..6d3aad742 100644 --- a/content/mechanics/spells/Spells/Level 4/Planar Tether.md +++ b/content/mechanics/spells/Spells/Level 4/Planar Tether.md @@ -45,7 +45,7 @@ components: *** 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 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/Radiant Heart of Devotion.md b/content/mechanics/spells/Spells/Level 4/Radiant Heart of Devotion.md index e3d1570be..4dc031a38 100644 --- a/content/mechanics/spells/Spells/Level 4/Radiant Heart of Devotion.md +++ b/content/mechanics/spells/Spells/Level 4/Radiant Heart of Devotion.md @@ -38,7 +38,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 4/Rusting Grasp.md b/content/mechanics/spells/Spells/Level 4/Rusting Grasp.md index 308e1b67d..ac22cb6d8 100644 --- a/content/mechanics/spells/Spells/Level 4/Rusting Grasp.md +++ b/content/mechanics/spells/Spells/Level 4/Rusting Grasp.md @@ -38,10 +38,8 @@ You cause the target to rapidly rust. This magical rust can affect nonferrous ma 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/Seal Fate.md b/content/mechanics/spells/Spells/Level 4/Seal Fate.md index 5269a3189..779f262bb 100644 --- a/content/mechanics/spells/Spells/Level 4/Seal Fate.md +++ b/content/mechanics/spells/Spells/Level 4/Seal Fate.md @@ -44,5 +44,4 @@ You utter a curse that a creature will meet a certain end-a death by freezing, s **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/Spiritual Attunement.md b/content/mechanics/spells/Spells/Level 4/Spiritual Attunement.md index 6ff5027b0..7a5fb4fcc 100644 --- a/content/mechanics/spells/Spells/Level 4/Spiritual Attunement.md +++ b/content/mechanics/spells/Spells/Level 4/Spiritual Attunement.md @@ -35,5 +35,4 @@ You attune yourself to a spiritual plane of the Outer Sphere, connecting your sp **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/Swarming Wasp Stings.md b/content/mechanics/spells/Spells/Level 4/Swarming Wasp Stings.md index 6b82701b5..c093c1a02 100644 --- a/content/mechanics/spells/Spells/Level 4/Swarming Wasp Stings.md +++ b/content/mechanics/spells/Spells/Level 4/Swarming Wasp Stings.md @@ -43,7 +43,6 @@ You manifest a swarm of disembodied wasp stingers that stab creatures in the are **Critical Failure** The target is afflicted with swarming wasp venom at stage 2. - **Swarming Wasp Venom (poison) Level 7** Maximum Duration 6 rounds diff --git a/content/mechanics/spells/Spells/Level 4/Vampiric Maiden.md b/content/mechanics/spells/Spells/Level 4/Vampiric Maiden.md index 1c88ea3db..7021c26d3 100644 --- a/content/mechanics/spells/Spells/Level 4/Vampiric Maiden.md +++ b/content/mechanics/spells/Spells/Level 4/Vampiric Maiden.md @@ -43,5 +43,4 @@ A ghostly iron maiden snaps shut on the target and drains its vitality for your **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 index 88f28dc96..610f140ed 100644 --- a/content/mechanics/spells/Spells/Level 4/Variable Gravity.md +++ b/content/mechanics/spells/Spells/Level 4/Variable Gravity.md @@ -37,5 +37,4 @@ You can adjust how strongly gravity grips you, changing between low gravity, nor **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/Vision of Beauty.md b/content/mechanics/spells/Spells/Level 4/Vision of Beauty.md index 891d7c738..070c2194a 100644 --- a/content/mechanics/spells/Spells/Level 4/Vision of Beauty.md +++ b/content/mechanics/spells/Spells/Level 4/Vision of Beauty.md @@ -45,5 +45,4 @@ You create a phantasmal image of the most beautiful creature imaginable to the t **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/Weapon Storm.md b/content/mechanics/spells/Spells/Level 4/Weapon Storm.md index d4e6ea2f9..4edef9937 100644 --- a/content/mechanics/spells/Spells/Level 4/Weapon Storm.md +++ b/content/mechanics/spells/Spells/Level 4/Weapon Storm.md @@ -40,5 +40,4 @@ You swing a weapon you're holding, and the weapon magically multiplies into dupl **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 5/Aberrant Form.md b/content/mechanics/spells/Spells/Level 5/Aberrant Form.md index cf2237742..1d6ef383e 100644 --- a/content/mechanics/spells/Spells/Level 5/Aberrant Form.md +++ b/content/mechanics/spells/Spells/Level 5/Aberrant Form.md @@ -41,7 +41,6 @@ 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; diff --git a/content/mechanics/spells/Spells/Level 5/Abyssal Plague.md b/content/mechanics/spells/Spells/Level 5/Abyssal Plague.md index 0e8208193..7b2616edc 100644 --- a/content/mechanics/spells/Spells/Level 5/Abyssal Plague.md +++ b/content/mechanics/spells/Spells/Level 5/Abyssal Plague.md @@ -47,7 +47,6 @@ Your touch afflicts the target with Abyssal plague, which siphons fragments of t **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 diff --git a/content/mechanics/spells/Spells/Level 5/Bandit's Doom.md b/content/mechanics/spells/Spells/Level 5/Bandit's Doom.md index 88ad16735..73019fe23 100644 --- a/content/mechanics/spells/Spells/Level 5/Bandit's Doom.md +++ b/content/mechanics/spells/Spells/Level 5/Bandit's Doom.md @@ -44,5 +44,4 @@ You ward the target item against those who would steal it. When a creature attem **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 index a519d107e..e9fcf0b49 100644 --- a/content/mechanics/spells/Spells/Level 5/Banishment.md +++ b/content/mechanics/spells/Spells/Level 5/Banishment.md @@ -46,5 +46,4 @@ You send the target back to its home plane. The target must attempt a Will save. **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 index bcf79b5cb..08497c15d 100644 --- a/content/mechanics/spells/Spells/Level 5/Black Tentacles.md +++ b/content/mechanics/spells/Spells/Level 5/Black Tentacles.md @@ -41,7 +41,6 @@ components: *** 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/Blazing Fissure.md b/content/mechanics/spells/Spells/Level 5/Blazing Fissure.md index f28f71ae0..a8e99a163 100644 --- a/content/mechanics/spells/Spells/Level 5/Blazing Fissure.md +++ b/content/mechanics/spells/Spells/Level 5/Blazing Fissure.md @@ -44,5 +44,4 @@ A thin crack rips through the earth, erupting with magma, then swiftly seals up. **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 index cc31088ab..cdcccf586 100644 --- a/content/mechanics/spells/Spells/Level 5/Blessing of Defiance.md +++ b/content/mechanics/spells/Spells/Level 5/Blessing of Defiance.md @@ -34,7 +34,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 5/Blink Charge.md b/content/mechanics/spells/Spells/Level 5/Blink Charge.md index c40c9d72d..f888e1920 100644 --- a/content/mechanics/spells/Spells/Level 5/Blink Charge.md +++ b/content/mechanics/spells/Spells/Level 5/Blink Charge.md @@ -41,5 +41,4 @@ You propel yourself through the fabric of space to deal a blow carrying the mome **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 index 453c7ae51..1db023094 100644 --- a/content/mechanics/spells/Spells/Level 5/Blister.md +++ b/content/mechanics/spells/Spells/Level 5/Blister.md @@ -45,5 +45,4 @@ You point at a target in range, and its skin grows searing blisters filled with **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 index 873caf127..585a22eb7 100644 --- a/content/mechanics/spells/Spells/Level 5/Blood Feast.md +++ b/content/mechanics/spells/Spells/Level 5/Blood Feast.md @@ -40,5 +40,4 @@ If you are a gug, increase the piercing damage by 2d6 and increase the [[Persist **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/Chromatic Wall.md b/content/mechanics/spells/Spells/Level 5/Chromatic Wall.md index 61dd15174..18f4e5fed 100644 --- a/content/mechanics/spells/Spells/Level 5/Chromatic Wall.md +++ b/content/mechanics/spells/Spells/Level 5/Chromatic Wall.md @@ -42,7 +42,6 @@ You create an opaque wall of light in a single vibrant color. The wall is straig 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. @@ -51,7 +50,6 @@ Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolt **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. diff --git a/content/mechanics/spells/Spells/Level 5/Control Water.md b/content/mechanics/spells/Spells/Level 5/Control Water.md index e84516a5a..0f6a57af6 100644 --- a/content/mechanics/spells/Spells/Level 5/Control Water.md +++ b/content/mechanics/spells/Spells/Level 5/Control Water.md @@ -38,5 +38,4 @@ components: *** 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 index be217912e..8699d5927 100644 --- a/content/mechanics/spells/Spells/Level 5/Crushing Despair.md +++ b/content/mechanics/spells/Spells/Level 5/Crushing Despair.md @@ -47,5 +47,4 @@ You inflict despair on creatures in the area. The effects for each creature are **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/Elemental Form.md b/content/mechanics/spells/Spells/Level 5/Elemental Form.md index 464c08d77..be3709582 100644 --- a/content/mechanics/spells/Spells/Level 5/Elemental Form.md +++ b/content/mechanics/spells/Spells/Level 5/Elemental Form.md @@ -46,7 +46,6 @@ 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; diff --git a/content/mechanics/spells/Spells/Level 5/Flame Strike.md b/content/mechanics/spells/Spells/Level 5/Flame Strike.md index 2022b2e05..46ba7143b 100644 --- a/content/mechanics/spells/Spells/Level 5/Flame Strike.md +++ b/content/mechanics/spells/Spells/Level 5/Flame Strike.md @@ -41,6 +41,5 @@ components: *** 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/Forceful Hand.md b/content/mechanics/spells/Spells/Level 5/Forceful Hand.md index 47db2c569..2c6ddef0a 100644 --- a/content/mechanics/spells/Spells/Level 5/Forceful Hand.md +++ b/content/mechanics/spells/Spells/Level 5/Forceful Hand.md @@ -36,27 +36,21 @@ components: *** 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 index a2c18d871..da5f1b1dc 100644 --- a/content/mechanics/spells/Spells/Level 5/Geyser.md +++ b/content/mechanics/spells/Spells/Level 5/Geyser.md @@ -42,12 +42,10 @@ components: *** 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/Grisly Growths.md b/content/mechanics/spells/Spells/Level 5/Grisly Growths.md index 0bb1547fd..b12f87e7d 100644 --- a/content/mechanics/spells/Spells/Level 5/Grisly Growths.md +++ b/content/mechanics/spells/Spells/Level 5/Grisly Growths.md @@ -42,5 +42,4 @@ In addition, unless the initial target critically succeeds, creatures within 30 **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/Impaling Spike.md b/content/mechanics/spells/Spells/Level 5/Impaling Spike.md index bb12b0b36..12b68c65b 100644 --- a/content/mechanics/spells/Spells/Level 5/Impaling Spike.md +++ b/content/mechanics/spells/Spells/Level 5/Impaling Spike.md @@ -42,5 +42,4 @@ You conjure a spike that thrusts up from the earth beneath a target creature, po **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/Mantle of the Magma Heart.md b/content/mechanics/spells/Spells/Level 5/Mantle of the Magma Heart.md index 124be6285..ee70f32e9 100644 --- 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 @@ -37,7 +37,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 5/Plant Form.md b/content/mechanics/spells/Spells/Level 5/Plant Form.md index d5f709b99..bb8f86213 100644 --- a/content/mechanics/spells/Spells/Level 5/Plant Form.md +++ b/content/mechanics/spells/Spells/Level 5/Plant Form.md @@ -46,7 +46,6 @@ 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** diff --git a/content/mechanics/spells/Spells/Level 5/Repelling Pulse.md b/content/mechanics/spells/Spells/Level 5/Repelling Pulse.md index 7857fa211..5465b9791 100644 --- a/content/mechanics/spells/Spells/Level 5/Repelling Pulse.md +++ b/content/mechanics/spells/Spells/Level 5/Repelling Pulse.md @@ -41,5 +41,4 @@ You unleash a powerful pulse of telekinetic power, and the pulse violently hurls **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/Scouring Pulse.md b/content/mechanics/spells/Spells/Level 5/Scouring Pulse.md index ff6555173..d91a44fdd 100644 --- a/content/mechanics/spells/Spells/Level 5/Scouring Pulse.md +++ b/content/mechanics/spells/Spells/Level 5/Scouring Pulse.md @@ -39,9 +39,10 @@ components: **Cast** `=this.time` | `=this.components` **Range** `=this.range`; **Area** `=this.area` **Basic Saving Throw** `=this.save` -*** -**Area** 10-foot radius, 60-foot-tall cylinder +*** + +**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/Stormburst.md b/content/mechanics/spells/Spells/Level 5/Stormburst.md index ae864e310..0b9639348 100644 --- a/content/mechanics/spells/Spells/Level 5/Stormburst.md +++ b/content/mechanics/spells/Spells/Level 5/Stormburst.md @@ -41,6 +41,5 @@ Your voice projects like cracking thunder as you summon a localized storm, creat **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/Subconscious Suggestion.md b/content/mechanics/spells/Spells/Level 5/Subconscious Suggestion.md index 86467f10b..05f7c2061 100644 --- a/content/mechanics/spells/Spells/Level 5/Subconscious Suggestion.md +++ b/content/mechanics/spells/Spells/Level 5/Subconscious Suggestion.md @@ -49,5 +49,4 @@ You implant a subconscious suggestion deep within the target's mind for them to **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 Healing Servitor.md b/content/mechanics/spells/Spells/Level 5/Summon Healing Servitor.md index b534de1c5..f65e7ec9a 100644 --- a/content/mechanics/spells/Spells/Level 5/Summon Healing Servitor.md +++ b/content/mechanics/spells/Spells/Level 5/Summon Healing Servitor.md @@ -45,5 +45,4 @@ You call forth a servitor forged from raw positive energy to heal and bolster yo **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/Synesthesia.md b/content/mechanics/spells/Spells/Level 5/Synesthesia.md index e243c83e6..219ca8b6b 100644 --- a/content/mechanics/spells/Spells/Level 5/Synesthesia.md +++ b/content/mechanics/spells/Spells/Level 5/Synesthesia.md @@ -43,5 +43,4 @@ The target's senses are suddenly rewired in unexpected ways, causing them to pro **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/Temporary Glyph.md b/content/mechanics/spells/Spells/Level 5/Temporary Glyph.md index 4ae36806e..43c977e00 100644 --- a/content/mechanics/spells/Spells/Level 5/Temporary Glyph.md +++ b/content/mechanics/spells/Spells/Level 5/Temporary Glyph.md @@ -40,7 +40,6 @@ components: *** 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. 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 index 3fe8be6a4..b7f8dc6fb 100644 --- a/content/mechanics/spells/Spells/Level 5/Transmute Rock and Mud.md +++ b/content/mechanics/spells/Spells/Level 5/Transmute Rock and Mud.md @@ -37,7 +37,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 5/Wall of Flesh.md b/content/mechanics/spells/Spells/Level 5/Wall of Flesh.md index e66c9a097..6c28ccf7c 100644 --- a/content/mechanics/spells/Spells/Level 5/Wall of Flesh.md +++ b/content/mechanics/spells/Spells/Level 5/Wall of Flesh.md @@ -37,7 +37,6 @@ components: 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. diff --git a/content/mechanics/spells/Spells/Level 5/Wyvern Sting.md b/content/mechanics/spells/Spells/Level 5/Wyvern Sting.md index 0928549d5..7377d4c77 100644 --- a/content/mechanics/spells/Spells/Level 5/Wyvern Sting.md +++ b/content/mechanics/spells/Spells/Level 5/Wyvern Sting.md @@ -43,7 +43,6 @@ You duplicate the venomous sting of a wyvern. You deal 3d4 piercing damage to th **Critical Failure** The target is afflicted with wyvern venom at stage 2. - **Wyvern Venom (poison) Level 9** Maximum Duration 6 rounds 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 index a8ffa79ef..96dfea448 100644 --- a/content/mechanics/spells/Spells/Level 6/Aura of the Unremarkable.md +++ b/content/mechanics/spells/Spells/Level 6/Aura of the Unremarkable.md @@ -42,5 +42,4 @@ You and allies in the area appear to be completely innocuous to other creatures **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/Bound in Death.md b/content/mechanics/spells/Spells/Level 6/Bound in Death.md index 5b8dace6a..67a439c3b 100644 --- a/content/mechanics/spells/Spells/Level 6/Bound in Death.md +++ b/content/mechanics/spells/Spells/Level 6/Bound in Death.md @@ -46,5 +46,4 @@ Each time you sustain this spell, you can choose to deal 6d8 damage to yourself, **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 index dbcbd09e1..33b507f93 100644 --- a/content/mechanics/spells/Spells/Level 6/Cast into Time.md +++ b/content/mechanics/spells/Spells/Level 6/Cast into Time.md @@ -40,5 +40,4 @@ You release a wave of temporal energy that sends creatures violently tumbling th **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/Chromatic Image.md b/content/mechanics/spells/Spells/Level 6/Chromatic Image.md index cfcb8d82b..c55c7acc6 100644 --- a/content/mechanics/spells/Spells/Level 6/Chromatic Image.md +++ b/content/mechanics/spells/Spells/Level 6/Chromatic Image.md @@ -34,7 +34,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 6/Collective Transposition.md b/content/mechanics/spells/Spells/Level 6/Collective Transposition.md index 021fc8efa..c2b4953d4 100644 --- a/content/mechanics/spells/Spells/Level 6/Collective Transposition.md +++ b/content/mechanics/spells/Spells/Level 6/Collective Transposition.md @@ -45,5 +45,4 @@ You teleport the targets to new positions within the area. The creatures must ea **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 index f8342c361..9dd5525d8 100644 --- a/content/mechanics/spells/Spells/Level 6/Daemon Form.md +++ b/content/mechanics/spells/Spells/Level 6/Daemon Form.md @@ -45,7 +45,6 @@ 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; diff --git a/content/mechanics/spells/Spells/Level 6/Demon Form.md b/content/mechanics/spells/Spells/Level 6/Demon Form.md index 2345e1a8f..51d1be670 100644 --- a/content/mechanics/spells/Spells/Level 6/Demon Form.md +++ b/content/mechanics/spells/Spells/Level 6/Demon Form.md @@ -44,7 +44,6 @@ 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; diff --git a/content/mechanics/spells/Spells/Level 6/Devil Form.md b/content/mechanics/spells/Spells/Level 6/Devil Form.md index 97445c95d..3d5828966 100644 --- a/content/mechanics/spells/Spells/Level 6/Devil Form.md +++ b/content/mechanics/spells/Spells/Level 6/Devil Form.md @@ -45,7 +45,6 @@ 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; diff --git a/content/mechanics/spells/Spells/Level 6/Dominate.md b/content/mechanics/spells/Spells/Level 6/Dominate.md index e0096ed67..fa1a962ae 100644 --- a/content/mechanics/spells/Spells/Level 6/Dominate.md +++ b/content/mechanics/spells/Spells/Level 6/Dominate.md @@ -46,5 +46,4 @@ You take command of the target, forcing it to obey your orders. If you issue an **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 index 68ed72f29..92bcbd3ef 100644 --- a/content/mechanics/spells/Spells/Level 6/Dragon Form.md +++ b/content/mechanics/spells/Spells/Level 6/Dragon Form.md @@ -50,7 +50,6 @@ One or more unarmed melee attacks specific to the battle form you choose, which 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; diff --git a/content/mechanics/spells/Spells/Level 6/Elemental Confluence.md b/content/mechanics/spells/Spells/Level 6/Elemental Confluence.md index 680f32c47..4c16afb94 100644 --- a/content/mechanics/spells/Spells/Level 6/Elemental Confluence.md +++ b/content/mechanics/spells/Spells/Level 6/Elemental Confluence.md @@ -43,7 +43,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 6/Flame Vortex.md b/content/mechanics/spells/Spells/Level 6/Flame Vortex.md index 93cbb52d2..a5483e15d 100644 --- a/content/mechanics/spells/Spells/Level 6/Flame Vortex.md +++ b/content/mechanics/spells/Spells/Level 6/Flame Vortex.md @@ -42,7 +42,6 @@ components: *** 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. 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 index 421c15b40..f39ce05a0 100644 --- 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 @@ -34,7 +34,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 6/Necrotize.md b/content/mechanics/spells/Spells/Level 6/Necrotize.md index d61184d8e..25b1e44cb 100644 --- a/content/mechanics/spells/Spells/Level 6/Necrotize.md +++ b/content/mechanics/spells/Spells/Level 6/Necrotize.md @@ -39,7 +39,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 6/Purple Worm Sting.md b/content/mechanics/spells/Spells/Level 6/Purple Worm Sting.md index b1f180753..de6782258 100644 --- a/content/mechanics/spells/Spells/Level 6/Purple Worm Sting.md +++ b/content/mechanics/spells/Spells/Level 6/Purple Worm Sting.md @@ -45,7 +45,6 @@ You replicate the attack of a deadly purple worm. You deal 3d6 piercing damage t **Critical Failure** The target is afflicted with purple worm venom at stage 2. - **Purple Worm Venom (poison) Level 11** Maximum Duration 6 rounds. diff --git a/content/mechanics/spells/Spells/Level 6/Raise Dead.md b/content/mechanics/spells/Spells/Level 6/Raise Dead.md index 84ea036e7..205e95965 100644 --- a/content/mechanics/spells/Spells/Level 6/Raise Dead.md +++ b/content/mechanics/spells/Spells/Level 6/Raise Dead.md @@ -37,7 +37,7 @@ components: **Lesson** `=this.lesson` **Cast** `=this.time` | `=this.components` **Range** `=this.range`; **Targets** `=this.target` -**Cost** `=this.cost` +**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. diff --git a/content/mechanics/spells/Spells/Level 6/Suffocate.md b/content/mechanics/spells/Spells/Level 6/Suffocate.md index 014843f51..45f1db184 100644 --- a/content/mechanics/spells/Spells/Level 6/Suffocate.md +++ b/content/mechanics/spells/Spells/Level 6/Suffocate.md @@ -41,5 +41,4 @@ You forcefully and cruelly draw the living breath from a creature's lungs, deali **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 index 7b1a2e997..e973e634d 100644 --- a/content/mechanics/spells/Spells/Level 6/Suspended Retribution.md +++ b/content/mechanics/spells/Spells/Level 6/Suspended Retribution.md @@ -41,7 +41,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 6/Teleport.md b/content/mechanics/spells/Spells/Level 6/Teleport.md index 73313dc7c..1bfbcf7c9 100644 --- a/content/mechanics/spells/Spells/Level 6/Teleport.md +++ b/content/mechanics/spells/Spells/Level 6/Teleport.md @@ -43,7 +43,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 6/Word of Revision.md b/content/mechanics/spells/Spells/Level 6/Word of Revision.md index 434bed37d..987a76aa9 100644 --- a/content/mechanics/spells/Spells/Level 6/Word of Revision.md +++ b/content/mechanics/spells/Spells/Level 6/Word of Revision.md @@ -36,6 +36,5 @@ components: 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/Zero Gravity.md b/content/mechanics/spells/Spells/Level 6/Zero Gravity.md index e95c2ceaf..fd93f6553 100644 --- a/content/mechanics/spells/Spells/Level 6/Zero Gravity.md +++ b/content/mechanics/spells/Spells/Level 6/Zero Gravity.md @@ -37,7 +37,6 @@ components: *** 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 index c540e53c4..613d65430 100644 --- a/content/mechanics/spells/Spells/Level 7/Angel Form.md +++ b/content/mechanics/spells/Spells/Level 7/Angel Form.md @@ -43,7 +43,6 @@ 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** diff --git a/content/mechanics/spells/Spells/Level 7/Control Sand.md b/content/mechanics/spells/Spells/Level 7/Control Sand.md index e4bc7935f..aed6707bb 100644 --- a/content/mechanics/spells/Spells/Level 7/Control Sand.md +++ b/content/mechanics/spells/Spells/Level 7/Control Sand.md @@ -38,7 +38,6 @@ You whip up a small sandstorm around your body. When a creature starts its turn 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. diff --git a/content/mechanics/spells/Spells/Level 7/Cosmic Form.md b/content/mechanics/spells/Spells/Level 7/Cosmic Form.md index 089da4c59..d352468d5 100644 --- a/content/mechanics/spells/Spells/Level 7/Cosmic Form.md +++ b/content/mechanics/spells/Spells/Level 7/Cosmic Form.md @@ -43,7 +43,6 @@ 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; diff --git a/content/mechanics/spells/Spells/Level 7/Divine Decree.md b/content/mechanics/spells/Spells/Level 7/Divine Decree.md index 781bc4477..14151672a 100644 --- a/content/mechanics/spells/Spells/Level 7/Divine Decree.md +++ b/content/mechanics/spells/Spells/Level 7/Divine Decree.md @@ -43,5 +43,4 @@ You utter a potent litany from your faith, a mandate that harms those who oppose **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 index 3635c4291..6bf418ca4 100644 --- a/content/mechanics/spells/Spells/Level 7/Divine Vessel.md +++ b/content/mechanics/spells/Spells/Level 7/Divine Vessel.md @@ -35,7 +35,6 @@ You accept otherworldly energies into your body; while you are still recognizabl 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. diff --git a/content/mechanics/spells/Spells/Level 7/Eclipse Burst.md b/content/mechanics/spells/Spells/Level 7/Eclipse Burst.md index 5d1cce916..b3b4f8c1a 100644 --- a/content/mechanics/spells/Spells/Level 7/Eclipse Burst.md +++ b/content/mechanics/spells/Spells/Level 7/Eclipse Burst.md @@ -45,5 +45,4 @@ A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to c **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/Entrancing Eyes.md b/content/mechanics/spells/Spells/Level 7/Entrancing Eyes.md index 89b3ccd9e..01f12f366 100644 --- a/content/mechanics/spells/Spells/Level 7/Entrancing Eyes.md +++ b/content/mechanics/spells/Spells/Level 7/Entrancing Eyes.md @@ -43,5 +43,4 @@ Your eyes glow with an entrancing radiance that captivates those who meet your g **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/Leng Sting.md b/content/mechanics/spells/Spells/Level 7/Leng Sting.md index 1389b7ce5..0b081d2c6 100644 --- a/content/mechanics/spells/Spells/Level 7/Leng Sting.md +++ b/content/mechanics/spells/Spells/Level 7/Leng Sting.md @@ -43,7 +43,6 @@ You use the power of nightmares to magically replicate the venomous attack of th **Critical Failure** The target is afflicted with Leng spider venom at stage 2. - **Leng Spider Venom (incapacitation, poison) Level 13** Maximum Duration 6 rounds diff --git a/content/mechanics/spells/Spells/Level 7/Mask of Terror.md b/content/mechanics/spells/Spells/Level 7/Mask of Terror.md index 5dbe93cef..aa96c3e64 100644 --- a/content/mechanics/spells/Spells/Level 7/Mask of Terror.md +++ b/content/mechanics/spells/Spells/Level 7/Mask of Terror.md @@ -50,5 +50,4 @@ The target appears to be a gruesome and terrifying creature. The effect is uniqu **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/Moonburst.md b/content/mechanics/spells/Spells/Level 7/Moonburst.md index 154895704..62c92f11c 100644 --- a/content/mechanics/spells/Spells/Level 7/Moonburst.md +++ b/content/mechanics/spells/Spells/Level 7/Moonburst.md @@ -46,5 +46,4 @@ Moonburst's cold damage is silver damage for the purposes of weaknesses, resista **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/Possession.md b/content/mechanics/spells/Spells/Level 7/Possession.md index f6362aecb..afc239952 100644 --- a/content/mechanics/spells/Spells/Level 7/Possession.md +++ b/content/mechanics/spells/Spells/Level 7/Possession.md @@ -46,5 +46,4 @@ You send your mind and soul into the target's body, attempting to take control. **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 index c31a70994..db04dc69d 100644 --- a/content/mechanics/spells/Spells/Level 7/Power Word Blind.md +++ b/content/mechanics/spells/Spells/Level 7/Power Word Blind.md @@ -41,5 +41,4 @@ You utter an arcane word of power that can make the target [[Blinded]] upon hear **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 Spray.md b/content/mechanics/spells/Spells/Level 7/Prismatic Spray.md index 497249eee..6aa3c4805 100644 --- a/content/mechanics/spells/Spells/Level 7/Prismatic Spray.md +++ b/content/mechanics/spells/Spells/Level 7/Prismatic Spray.md @@ -38,7 +38,6 @@ A spray of rainbow light beams cascades from your open hand. Each creature in th Prismatic Spray - 1d8 Color diff --git a/content/mechanics/spells/Spells/Level 7/Sunburst.md b/content/mechanics/spells/Spells/Level 7/Sunburst.md index 0aa8eb76d..f7334f386 100644 --- a/content/mechanics/spells/Spells/Level 7/Sunburst.md +++ b/content/mechanics/spells/Spells/Level 7/Sunburst.md @@ -46,5 +46,4 @@ A powerful globe of searing sunlight explodes in the area, dealing 8d10 fire dam **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 index 8db855df6..06fabc555 100644 --- a/content/mechanics/spells/Spells/Level 7/Telekinetic Bombardment.md +++ b/content/mechanics/spells/Spells/Level 7/Telekinetic Bombardment.md @@ -41,5 +41,4 @@ You grasp a piece of the landscape-such as a tree, carriage, or piece of masonry **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 index c1670ce0d..353b2834b 100644 --- a/content/mechanics/spells/Spells/Level 7/Tempest of Shades.md +++ b/content/mechanics/spells/Spells/Level 7/Tempest of Shades.md @@ -42,13 +42,11 @@ You channel the forces of undeath to briefly call forth an amalgam of the vengef **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. diff --git a/content/mechanics/spells/Spells/Level 8/Boil Blood.md b/content/mechanics/spells/Spells/Level 8/Boil Blood.md index 5b64766af..11ca981eb 100644 --- a/content/mechanics/spells/Spells/Level 8/Boil Blood.md +++ b/content/mechanics/spells/Spells/Level 8/Boil Blood.md @@ -44,5 +44,4 @@ You heat a foe's blood and boil it within its veins. The target takes 10d10 fire **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 index acff2d182..2af116b54 100644 --- a/content/mechanics/spells/Spells/Level 8/Burning Blossoms.md +++ b/content/mechanics/spells/Spells/Level 8/Burning Blossoms.md @@ -40,12 +40,10 @@ components: *** 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/Earthquake.md b/content/mechanics/spells/Spells/Level 8/Earthquake.md index c00e0d3af..0df80682b 100644 --- a/content/mechanics/spells/Spells/Level 8/Earthquake.md +++ b/content/mechanics/spells/Spells/Level 8/Earthquake.md @@ -43,7 +43,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 8/Monstrosity Form.md b/content/mechanics/spells/Spells/Level 8/Monstrosity Form.md index eca0488a0..f62e43f9b 100644 --- a/content/mechanics/spells/Spells/Level 8/Monstrosity Form.md +++ b/content/mechanics/spells/Spells/Level 8/Monstrosity Form.md @@ -62,7 +62,6 @@ Melee 1 body ([[reach]] 10 feet) Damage 2d8+20 bludgeoning; **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; diff --git a/content/mechanics/spells/Spells/Level 8/Polar Ray.md b/content/mechanics/spells/Spells/Level 8/Polar Ray.md index ec093ad9d..646cd4d00 100644 --- a/content/mechanics/spells/Spells/Level 8/Polar Ray.md +++ b/content/mechanics/spells/Spells/Level 8/Polar Ray.md @@ -38,5 +38,4 @@ You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. **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 index 873673622..517c72a96 100644 --- a/content/mechanics/spells/Spells/Level 8/Power Word Stun.md +++ b/content/mechanics/spells/Spells/Level 8/Power Word Stun.md @@ -42,5 +42,4 @@ The effect of the spell depends on the target's level. **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/Summon Deific Herald.md b/content/mechanics/spells/Spells/Level 8/Summon Deific Herald.md index 803158de3..269c4ffe6 100644 --- a/content/mechanics/spells/Spells/Level 8/Summon Deific Herald.md +++ b/content/mechanics/spells/Spells/Level 8/Summon Deific Herald.md @@ -41,7 +41,6 @@ Your faith is strong enough to briefly summon a direct representative of your de **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. diff --git a/content/mechanics/spells/Spells/Level 8/Summon Irii.md b/content/mechanics/spells/Spells/Level 8/Summon Irii.md index 814dfe91c..3cefe2336 100644 --- a/content/mechanics/spells/Spells/Level 8/Summon Irii.md +++ b/content/mechanics/spells/Spells/Level 8/Summon Irii.md @@ -42,7 +42,6 @@ You cast your spell, whisper your words of power, and find that an irii is alrea **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/Whirlwind.md b/content/mechanics/spells/Spells/Level 8/Whirlwind.md index 9065154c7..6466ec7b6 100644 --- a/content/mechanics/spells/Spells/Level 8/Whirlwind.md +++ b/content/mechanics/spells/Spells/Level 8/Whirlwind.md @@ -41,7 +41,6 @@ components: *** 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. @@ -50,5 +49,4 @@ All creatures in the area take 5d10 bludgeoning damage as powerful winds and deb **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 index a13b7cb1a..b60adad9a 100644 --- a/content/mechanics/spells/Spells/Level 9/Astral Labyrinth.md +++ b/content/mechanics/spells/Spells/Level 9/Astral Labyrinth.md @@ -46,5 +46,4 @@ In addition, any creature that tries to depart or arrive in a location in the ar **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/Bind Soul.md b/content/mechanics/spells/Spells/Level 9/Bind Soul.md index 96b82fa34..ad3194713 100644 --- a/content/mechanics/spells/Spells/Level 9/Bind Soul.md +++ b/content/mechanics/spells/Spells/Level 9/Bind Soul.md @@ -35,6 +35,6 @@ components: **Cast** `=this.time` | `=this.components` **Range** `=this.range`; **Targets** `=this.target` **Duration** `=this.duration` -**Cost** `=this.cost` +**Cost** `=this.cost` *** 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 index 7d79b2529..ba74ad2cd 100644 --- a/content/mechanics/spells/Spells/Level 9/Crusade.md +++ b/content/mechanics/spells/Spells/Level 9/Crusade.md @@ -37,7 +37,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 9/Linnorm Sting.md b/content/mechanics/spells/Spells/Level 9/Linnorm Sting.md index 8f90d5802..c927d4622 100644 --- a/content/mechanics/spells/Spells/Level 9/Linnorm Sting.md +++ b/content/mechanics/spells/Spells/Level 9/Linnorm Sting.md @@ -44,7 +44,6 @@ You replicate the fiery venom of the tor linnorm and inflict an enemy with the d **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 diff --git a/content/mechanics/spells/Spells/Level 9/Massacre.md b/content/mechanics/spells/Spells/Level 9/Massacre.md index 6b0d7f6e9..a4b425be9 100644 --- a/content/mechanics/spells/Spells/Level 9/Massacre.md +++ b/content/mechanics/spells/Spells/Level 9/Massacre.md @@ -45,5 +45,4 @@ You unleash a wave of necromantic energy to snuff out the life force of those in **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/Nature's Enmity.md b/content/mechanics/spells/Spells/Level 9/Nature's Enmity.md index 903704c9f..2b6dc55ef 100644 --- a/content/mechanics/spells/Spells/Level 9/Nature's Enmity.md +++ b/content/mechanics/spells/Spells/Level 9/Nature's Enmity.md @@ -40,7 +40,6 @@ components: *** 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. 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 index bf4057f6e..7f64cfb68 100644 --- a/content/mechanics/spells/Spells/Level 9/One With the Land.md +++ b/content/mechanics/spells/Spells/Level 9/One With the Land.md @@ -34,7 +34,6 @@ components: *** 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. diff --git a/content/mechanics/spells/Spells/Level 9/Power Word Kill.md b/content/mechanics/spells/Spells/Level 9/Power Word Kill.md index 905f0c762..5078088d5 100644 --- a/content/mechanics/spells/Spells/Level 9/Power Word Kill.md +++ b/content/mechanics/spells/Spells/Level 9/Power Word Kill.md @@ -44,5 +44,4 @@ You utter the most powerful arcane word of power. Once targeted, the target is t **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/Storm of Vengeance.md b/content/mechanics/spells/Spells/Level 9/Storm of Vengeance.md index a999c6f16..ff40edcf8 100644 --- a/content/mechanics/spells/Spells/Level 9/Storm of Vengeance.md +++ b/content/mechanics/spells/Spells/Level 9/Storm of Vengeance.md @@ -44,7 +44,6 @@ components: *** 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). diff --git a/content/mechanics/spells/Spells/Level 9/Summon Ancient Fleshforged.md b/content/mechanics/spells/Spells/Level 9/Summon Ancient Fleshforged.md index 8c106f76e..160ae2828 100644 --- a/content/mechanics/spells/Spells/Level 9/Summon Ancient Fleshforged.md +++ b/content/mechanics/spells/Spells/Level 9/Summon Ancient Fleshforged.md @@ -42,7 +42,6 @@ You summon an ancient Fleshforged, one of Nex's personal weaponized monstrositie **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. @@ -52,8 +51,7 @@ You summon an ancient Fleshforged, one of Nex's personal weaponized monstrositie **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 +**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 index 4630cf0f3..14940b749 100644 --- a/content/mechanics/spells/Spells/Level 9/Summon Draconic Legion.md +++ b/content/mechanics/spells/Spells/Level 9/Summon Draconic Legion.md @@ -38,6 +38,5 @@ components: *** 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/Unfathomable Song.md b/content/mechanics/spells/Spells/Level 9/Unfathomable Song.md index 8f0587db9..1293d70cb 100644 --- a/content/mechanics/spells/Spells/Level 9/Unfathomable Song.md +++ b/content/mechanics/spells/Spells/Level 9/Unfathomable Song.md @@ -51,12 +51,10 @@ Fleeting notes of a strange and unnatural song fill the air, overtaking the mind **Critical Failure** Roll 1d4+1 on the table below. - Result Effect - 1 The target is [[Frightened]] 2 diff --git a/content/mechanics/spells/Spells/Level 9/Upheaval.md b/content/mechanics/spells/Spells/Level 9/Upheaval.md index db3b5cfd5..9898b191d 100644 --- a/content/mechanics/spells/Spells/Level 9/Upheaval.md +++ b/content/mechanics/spells/Spells/Level 9/Upheaval.md @@ -36,7 +36,6 @@ The ground in the area shudders and crumbles as huge pillars of stone erupt into 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. diff --git a/quartz/plugins/transformers/frontmatterrefs.ts b/quartz/plugins/transformers/frontmatterrefs.ts index 7bd3a27ae..85ae73a67 100644 --- a/quartz/plugins/transformers/frontmatterrefs.ts +++ b/quartz/plugins/transformers/frontmatterrefs.ts @@ -3,7 +3,7 @@ import { visit } from "unist-util-visit" import { QuartzPluginData } from "../vfile" import { unified } from "unified" import remarkParse from "remark-parse" -import { Parent, Literal } from "unist" +import { Parent } from "unist" export interface Options { prefix: string