[{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1261","name":"Ancient Dust","traits":["uncommon","cantrip","necromancy","negative"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Pathfinder #186: Ghost King's Rage pg. 75","traditions":["arcane","divine"],"cast":"somatic, verbal","action":"2","area":"15-foot cone","saving throw":"Fortitude","description":"You cough up a cloud of gray soil, echoing the dust in the graves of Kemnebi's many victims. Each creature in the area takes negative damage equal to your spellcasting modifier and 1 persistent negative damage depending on its Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and no persistent damage. \n **Failure** The creature takes full damage and persistent damage. \n **Critical Failure** The creature takes double damage and double the persistent damage.\n\n **Heightened (+2)** The initial negative damage increases by 1d6, and the persistent damage increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=864","name":"Approximate","traits":["cantrip","detection","divination"],"type":"Cantrip","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 90 1.1","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"10 feet","area":"1 cubic foot","description":"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. \n \n 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.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1045","name":"Boost Eidolon","traits":["uncommon","cantrip","evocation","summoner"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 144 1.1","cast":"verbal","action":"1","range":"100 feet","targets":"your eidolon","duration":"1 round","description":"You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=877","name":"Bullhorn","traits":["auditory","cantrip","illusion"],"type":"Cantrip","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 93 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","duration":"10 minutes","description":"You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal. \n \n Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue. \n \n You can Dismiss the spell.\n\n **Heightened (5th)** Your voice can be heard clearly up to 1,200 feet away. \n **Heightened (7th)** Your voice can be heard clearly up to 1 mile away.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1089","name":"Buzzing Bites","traits":["rare","cantrip","evocation","hex","witch"],"type":"Cantrip","level":1,"legacy content":"     ","source":"Monsters of Myth pg. 75","patron theme":"mosquito witch","cast":"somatic","action":"1","range":"30 feet","targets":"1 creature","saving throw":"Fortitude","duration":"sustained up to 1 minute","description":"You evoke buzzing and crawling insects to climb onto a foe's body and bite, dealing 1d4 piercing damage and potentially sickening the foe, depending on its Fortitude save. You deal the piercing damage initially and then again the first time each round you Sustain the Spell, starting on the round after you cast it and rolling the damage based on the target's saving throw result each time. However, the creature only attempts the Fortitude save once, when you first Cast the Spell. Once this spell ends, the target becomes temporarily immune for 1 minute. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes full damage. \n **Critical Failure** The target takes double damage and is sickened 1 by the crawling insects. The sickened value can't be reduced below 1 while the spell is active.\n\n **Heightened (+1)** The damage increases by 1d4.\n","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1461","name":"Caustic Blast","traits":["acid","cantrip","concentrate","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 319","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","area":"5-foot burst","defense":"basic Reflex","description":"You fling a large glob of acid that immediately detonates, spraying nearby creatures. Creatures in the area take 1d8 acid damage with a basic Reflex save; on a critical failure, the creature also takes 1 persistent acid damage.\n\n **Heightened (+2)** The initial damage increases by 1d8, and the persistent damage on a critical failure increases by 1.","oldName":"acid splash"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1887","name":"Clinging Ice","traits":["uncommon","cantrip","cold","hex","manipulate","witch"],"type":"Cantrip","level":1,"source":"Player Core pg. 386","patron theme":"silence in snow","cast":"","action":"1","range":"30 feet","targets":"1 creature","defense":"Reflex","duration":"sustained up to 1 minute","description":"Freezing sleet and heavy snowfall collect on the target's feet and legs, dealing 1d4 cold damage and other effects depending on its Reflex save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes full damage and a –5-foot circumstance penalty to its Speeds until the spell ends. \n **Critical Failure** The target takes double damage and a –10-foot circumstance penalty to its Speeds until the spell ends.\n\n **Heightened (+1)** The damage increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1763","name":"Courageous Anthem","traits":["uncommon","bard","cantrip","composition","concentrate","emotion","mental"],"type":"Cantrip","level":1,"source":"Player Core pg. 370","cast":"","action":"1","area":"60-foot emanation","duration":"1 round","description":"You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1482","name":"Daze","traits":["cantrip","concentrate","manipulate","mental","nonlethal"],"type":"Cantrip","level":1,"source":"Player Core pg. 322","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"60 feet","targets":"1 creature","defense":"Will","duration":"1 round","description":"You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.\n\n **Heightened (+2)** The damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1315","name":"Deep Breath","traits":["air","cantrip","manipulate"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 70","traditions":["arcane","primal"],"cast":"","action":"1","duration":"10 minutes","description":"You take an incredibly deep breath and can hold it for the spell's duration. You don't lose breath when hit, but you do lose all the air you inhaled if you speak (including to Cast a Spell). This spell doesn't create air; if you don't have air to breathe when you cast it, you get no benefit.\n\n **Heightened (2nd)** The duration increases to 1 hour, and you lose only 10 minutes of breath if you speak. \n **Heightened (4th)** The duration increases to 8 hours, and you lose only 10 minutes of breath if you speak."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1485","name":"Detect Magic","traits":["cantrip","concentrate","detection","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 323","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","area":"30-foot emanation","description":"You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. \n \n You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.\n\n **Heightened (3rd)** You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. \n **Heightened (4th)** As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that)."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1368","name":"Detect Metal","traits":["cantrip","concentrate","detection","manipulate","metal"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 142","traditions":["arcane","divine","occult","primal"],"deities":"Ferrumnestra, Laudinmio","cast":"","action":"2","area":"30-foot emanation","description":"You attune yourself to magnetic fields, becoming aware of the presence or absence of metallic objects, veins, and deposits within the area. You can choose to ignore metal you're fully aware of, such as the gear you and your allies wear and carry. \n \n You detect metal hidden by illusions (such as invisibility) only if the illusion has a lower rank than your detect metal spell. Against deceptive illusions, detect metal always notices an absence of metal when a non-metallic object is disguised as metallic. However, if the deception involves disguising one metallic object as another, such as pretending a copper coin is made of gold, detect metal registers only the presence of metal, not its type, even if the rank of your detect metal spell exceeds that of the illusion effect.\n\n **Heightened (3rd)** You can discern all types of metal you detected. Your spell can overcome deceptive illusory spells hiding one metal as another if the magic effect's rank is lower than that of your detect metal spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1888","name":"Discern Secrets","traits":["uncommon","cantrip","hex","manipulate","witch"],"type":"Cantrip","level":1,"source":"Player Core pg. 386","patron theme":"the inscribed one","cast":"","action":"1","range":"30 feet","targets":"1 creature","duration":"sustained up to 1 minute","description":"Your patron deigns to whisper a few secrets. The target can Recall Knowledge, Seek, or Sense Motive as a free action. The target gains a +1 status bonus to the statistic used for the roll (a skill or Perception) on the roll and as long as you Sustain the spell. The target is temporarily immune to discern secrets for 1 minute.\n\n **Heightened (5th)** You can target two creatures instead of one."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1145","name":"Distortion Lens","traits":["uncommon","cantrip","conjuration","psychic"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Dark Archive pg. 23","cast":"verbal","action":"1","range":"30 feet","area":"one 5-foot square","duration":"sustained up to 1 minute","description":"You create a magical lens that distorts space as best suits you. You create the lens in a space in range, even suspended in midair. If your or an ally's ranged attack passes through the lens, the attack gains an additional 10 feet of range; if an enemy's ranged attack would pass through the lens, it requires an additional 10 feet of range to move through, though the enemy knows before using its ability whether the interference puts the target out of range. An ally whose space overlaps the lens can increase the range of its ranged attacks, but an enemy whose space overlaps the lens doesn't reduce the range of its ranged attacks. \n \n The first time each round you Sustain the Spell, you can choose to relocate it to another square within range. The lens disappears if you cast distortion lens again.\n\n **Heightened (+3)** The lens increases or decreases the range of abilities by an additional 5 feet.\n\n **Amp** The lens can interfere with creatures as well as attacks. Once during a Medium or smaller ally's move action, the ally can move into and out of the lens's square without that square counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1498","name":"Divine Lance","traits":["attack","cantrip","concentrate","manipulate","sanctified","spirit"],"type":"Cantrip","level":1,"source":"Player Core pg. 325","traditions":["divine"],"cast":"","action":"2","range":"60 feet","targets":"1 creature","defense":"AC","description":"You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).\n\n **Heightened (+1)** The damage increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1387","name":"Draw Moisture","traits":["cantrip","concentrate","manipulate","water"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 173","traditions":["arcane","divine","primal"],"cast":"","action":"2","range":"10 feet","targets":"1 object up to 10 Bulk","description":"You draw water out of an object, possibly to clean up spills or quickly dry a soaked book or shirt. You draw up to a pint of water from the object; this dries objects of less than 1 Bulk. The water collects in a globule floating in your hand, which you can direct into a nearby container as part of Casting the Spell; otherwise, it splashes to the ground. Repeated applications of draw moisture can be used to dry larger objects, although doing so might take significant time. You can use this spell in especially humid environments to condense drinkable water from the air, though typically, you can't draw more than a few cups before depleting the ambient moisture."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1352","name":"Eat Fire","traits":["cantrip","fire","manipulate"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 119","traditions":["arcane","occult","primal"],"cast":"","action":"reaction","trigger":"You would take fire damage.","duration":"until the end of your next turn","description":"You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking). \n \n **Belch Smoke** |1| You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.\n\n **Heightened (+3)** The resistance increases by 5."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1509","name":"Electric Arc","traits":["cantrip","concentrate","electricity","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 328","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 or 2 creatures","defense":"basic Reflex","description":"An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.\n\n **Heightened (+1)** The damage increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1421","name":"Elemental Counter","traits":["uncommon","cantrip","concentrate"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 222","traditions":["arcane","primal"],"spell list":"elemental","cast":"","action":"reaction","trigger":"You or a creature within 60 feet rolls a saving throw against a spell with the earth, fire, metal, plant, water, or wood trait, or are targeted by a spell attack with such a trait.","requirements":"You have a spell slot from which you could Cast a Spell of the triggering spell's countering element; see text.","description":"Each element in the elemental cycle counters another, and you can use your elemental spells to protect against elements they counter. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell, using the rank of the spell you lost for the counteract rank. You can lose a plant or wood spell to counter earth, an earth spell to counter water, a water spell to counter fire, a fire spell to counter metal, or a metal spell to counter plant or wood."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1889","name":"Evil Eye","traits":["uncommon","cantrip","curse","hex","manipulate","witch"],"type":"Cantrip","level":1,"source":"Player Core pg. 386","patron theme":"the resentment","cast":"","action":"1","range":"30 feet","targets":"1 creature","defense":"Will","duration":"sustained up to 1 minute","description":"Your patron's resentment manifests in a baleful, envious gaze. The target becomes sickened 1 if it fails a Will save (or sickened 2 on a critical failure). This condition value can't be reduced below 1 while the spell is active and you can see the target."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1528","name":"Figment","traits":["cantrip","concentrate","illusion","manipulate","subtle"],"type":"Cantrip","level":1,"source":"Player Core pg. 331","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","duration":"sustained","description":"You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.","oldName":"ghost sound"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1139","name":"Forbidden Thought","traits":["uncommon","cantrip","enchantment","mental","psychic"],"type":"Cantrip","level":1,"legacy content":"     ","source":"Dark Archive pg. 21","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","description":"You place a psychic lock in a foe's mind that prevents it from a specific action. Choose “Strike,” “Stride,” “Cast a Spell,” or a specific action you know the creature to have (such as “Breath Weapon” against a dragon). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take 2d6 mental damage (with a basic Will save). The target is then temporarily immune for 1 minute.\n\n **Heightened (+1)** The damage increases by 1d6.\n\n **Amp** Your telepathic push is particularly shocking to those who resist it. If the target fails its save, it's also stunned 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1535","name":"Forbidding Ward","traits":["cantrip","concentrate","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 332","traditions":["divine","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 ally and 1 enemy","duration":"sustained up to 1 minute","description":"You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.\n\n **Heightened (6th)** The status bonus increases to +2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1274","name":"Frost's Touch","traits":["rare","arcane","cantrip","cold","conjuration"],"type":"Cantrip","level":1,"legacy content":"     ","source":"Treasure Vault pg. 185 1.1","traditions":["N/A"],"cast":"","action":"1","range":"30 feet","targets":"1 object","description":"Your gelid shard drinks down nearby heat in a futile attempt to sate itself and achieve a level of frigid cold unheard of on the Material Plane. This allows you to cool a drink, make a hot pot safe to handle, or other, similar minor effects. Once cooled, the object's temperature is subject to its environment as usual. You can also solidify ambient moisture into a solid object; this temporary object is of negligible Bulk, made of non-magical ice. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component. Once created, it melts as normal for ice for the ambient conditions.\n\n **Heightened (3rd)** You can create simple objects of ice with up to 1 Bulk and of a level not exceeding 1. Such objects must be rigid. You can only have one such object created at a time; if you create another, the previous object melts instantly. \n **Heightened (5th)** Items you create can be up to 4 Bulk and 4th level. \n **Heightened (7th)** Items you create can be up to 8 Bulk and 8th level. \n **Heightened (9th)** Items you create can be up to 20 Bulk and 12th level."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1539","name":"Frostbite","traits":["cantrip","cold","concentrate","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 332","traditions":["arcane","primal"],"cast":"","action":"2","range":"60 feet","targets":"1 creature","defense":"Fortitude","description":"An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.\n\n **Heightened (+1)** The damage increases by 1d4 and the weakness on a critical failure increases by 1.","oldName":"ray of frost"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=917","name":"Gale Blast","traits":["air","cantrip","evocation"],"type":"Cantrip","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 108 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","saving throw":"Fortitude","description":"Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes 1d6 bludgeoning, with a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is pushed 5 feet away from you. \n **Critical Failure** The creature takes double damage and is pushed 10 feet away from you.\n\n **Heightened (+2)** The damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1333","name":"Glass Shield","traits":["cantrip","concentrate","earth"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 94","traditions":["arcane","primal"],"cast":"","action":"1","defense":"basic Reflex","duration":"until the start of your next turn","description":"You summon a layer of clear glass to keep you from harm. This cantrip functions as the shield spell, except it has Hardness 2 and 4 Hit Points. If this shield breaks, provided the breaker is within 5 feet, they must succeed at a basic Reflex save or take 1d4 piercing damage from the glass shards.\n\n **Heightened (3rd)** The shield has Hardness 4 and 8 Hit Points, and the damage increases to 1d4 + your spellcasting attribute modifier. \n **Heightened (5th)** The shield has Hardness 7 and 16 Hit Points, and the damage increases to 2d4 + your spellcasting attribute modifier. \n **Heightened (7th)** The shield has Hardness 10 and 24 Hit Points, and the damage increases to 3d4 + your spellcasting attribute modifier. \n **Heightened (9th)** The shield has Hardness 12 and 32 Hit Points, and the damage increases to 4d4 + your spellcasting attribute modifier."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1133","name":"Glimpse Weakness","traits":["uncommon","cantrip","divination","psychic"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Dark Archive pg. 18","cast":"verbal","action":"1","range":"60 feet","targets":"1 creature","duration":"1 minute","description":"You glimpse a loose scale, a seam in a foe's armor, or a similar weakness, aiding your allies in landing a precise hit. The first ally that hits the target with a successful Strike deals additional precision damage equal to 1 + this spell's level, and then the spell ends.\n\n **Amp** The additional precision damage is 1d4+1. \n **Amp Heightened (+2)** The additional precision damage increases by 1d4+1.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1549","name":"Guidance","traits":["cantrip","concentrate"],"type":"Cantrip","level":1,"source":"Player Core pg. 334","traditions":["divine","occult","primal"],"cast":"","action":"1","range":"30 feet","targets":"1 creature","duration":"until the start of your next turn","description":"You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=924","name":"Haunting Hymn","traits":["auditory","cantrip","evocation","sonic"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 109 1.1","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","area":"15-foot cone","saving throw":"Fortitude","description":"You echo a jarring hymn that only creatures in the area can hear. The hymn deals 1d8 sonic damage, with a basic Fortitude save. If a target critically fails the save, it's also deafened for 1 minute.\n\n **Heightened (+2)** The damage increases by 1d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=925","name":"Healing Plaster","traits":["cantrip","earth","transmutation"],"type":"Cantrip","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 109 1.1","traditions":["primal"],"cast":"somatic","action":"1","range":"5 feet","targets":"a handful of dirt or mud","duration":"10 minutes","description":"You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.\n\n **Heightened (3rd)** The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1565","name":"Ignition","traits":["attack","cantrip","concentrate","fire","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 336","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"AC","description":"You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s. \n \n **Critical Success** The target takes double damage and 1d4 persistent fire damage. \n **Success** The target takes full damage.\n\n **Heightened (+1)** The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.","oldName":"produce flame"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1359","name":"Illuminate","traits":["cantrip","fire","manipulate"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 120","traditions":["arcane","divine","occult","primal"],"cast":"","action":"1","area":"30-foot emanation (see text)","description":"You light all non-magical light sources in the area that use fire to provide their light—such as candles, lamps, and sconces. You can choose to make the emanation smaller than its maximum, to any distance of your choice. If a light source is attended by an unwilling creature, that creature can attempt a Reflex save to snuff the light out before it becomes noticeable.\n\n **Heightened (+1)** The maximum area increases by 10 feet."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1142","name":"Imaginary Weapon","traits":["uncommon","attack","cantrip","evocation","force","psychic"],"type":"Cantrip","level":1,"legacy content":"      ","source":"Dark Archive pg. 22","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","description":"You create a simple weapon of force. Make a melee spell attack roll against your target's AC. If you hit, you deal 2d8 bludgeoning or slashing damage (your choice). On a critical success, you deal double damage and can choose to detonate your weapon to push the target 10 feet away from you.\n\n **Heightened (+1)** The damage increases by 1d8.\n\n **Amp** You form multiple force weapons to lash out at multiple foes. You make two imaginary weapon Strikes, each against a different target. Your multiple attack penalty doesn't increase until you've made both Strikes. \n **Amp Heightened (+1)** The damage increases by 2d8 instead of 1d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=932","name":"Infectious Enthusiasm","traits":["cantrip","emotion","enchantment","mental"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 112 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"1 round","description":"With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who observed you Casting this Spell and was within 30 feet when you did so can take a single action, which has the concentrate trait, to gain the same bonus you chose until the start of its next turn. \n \n Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed you casting the spell.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1206","name":"Inside Ropes","traits":["uncommon","cantrip","conjuration"],"type":"Cantrip","level":1,"legacy content":"   ","source":"Pathfinder #181: Zombie Feast pg. 79","traditions":["divine","occult","primal"],"cast":"somatic","action":"1","duration":"10 minutes","description":"You pull a large handful of guts from your midsection. Removing these guts doesn't harm you. You can use the guts as 50 feet of rope to help you Climb, and they help attach you to a wall. You move half as quickly as usual while climbing with your guts (minimum 5 feet), but you can attempt a DC 5 flat check whenever you critically fail to prevent a fall. Other creatures can use your guts to climb like a squishy rope, but the guts don't help anyone but you attach to a wall. If you let go of your guts or your guts are damaged, the spell ends.\n\n **Heightened (3rd)** You gain a +1 item bonus to Athletics checks to Climb while using your guts.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1065","name":"Invoke True Name","traits":["rare","cantrip","enchantment","true name"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 247 1.1","traditions":["arcane","divine","occult","primal"],"cast":"verbal","action":"1","range":"30 feet","targets":"1 creature whose true name you know","description":"You speak the true name of a creature to more surely affect it with your magic. Until the end of the current turn, the target is flat-footed against your spells and takes a –2 circumstance penalty to saving throws against your spells. In addition, the first time this turn the target takes damage from one of your spells, it has weakness to that damage equal to double the level of invoke true name.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=552","name":"Join Pasts","traits":["uncommon","cantrip","divination","mental"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Pathfinder #147: Tomorrow Must Burn pg. 74","traditions":["occult"],"cast":"somatic","action":"1","range":"touch","targets":"2 willing creatures","duration":"1 round","description":"With touches to the targets’ foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to Recall Knowledge, the other can Aid the first target’s skill check, using any Lore skill (even if that Lore wouldn’t normally apply) without having made any preparations to Aid.\n\n **Heightened (+1)** You can touch one additional target to include them in the spell’s effects. Multiple targets can attempt checks to Aid the target who is attempting to Recall Knowledge.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1582","name":"Know the Way","traits":["cantrip","concentrate","detection","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 340","traditions":["divine","occult","primal"],"cast":"","action":"2","description":"In your mind's eye, you magically reorient yourself. You immediately know which direction is north (if it exists at your current location), and you can choose a location you were at within the last 24 hours and learn what direction it lies.\n\n **Heightened (3rd)** You can choose a location you were at within the last week. \n **Heightened (7th)** You can choose a location you were at regardless of how long ago you were there.","oldName":"know direction"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=171","name":"Light","traits":["cantrip","concentrate","light","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 340","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"120 feet","duration":"until your next daily preparations","description":"You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. \n \n You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.\n\n **Heightened (4th)** The orb sheds light in a 60-foot radius (and dim light for the next 60 feet)."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1585","name":"Light","traits":["cantrip","concentrate","light","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 340","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"120 feet","duration":"until your next daily preparations","description":"You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. \n \n You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.\n\n **Heightened (4th)** The orb sheds light in a 60-foot radius (and dim light for the next 60 feet)."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1598","name":"Message","traits":["auditory","cantrip","concentrate","illusion","linguistic","mental","subtle"],"type":"Cantrip","level":1,"source":"Player Core pg. 343","traditions":["arcane","divine","occult"],"cast":"","action":"1","range":"120 feet","targets":"1 creature","duration":"see below","description":"You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.\n\n **Heightened (3rd)** The spell's range increases to 500 feet."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1289","name":"Musical Accompaniment","traits":["auditory","cantrip","illusion"],"type":"Cantrip","level":1,"legacy content":"   ","source":"Firebrands pg. 90","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You're surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM's discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can't control the exact music this spell creates. The music doesn't create intelligible words or singing. You can Dismiss this spell.\n\n **Heightened (2nd)** The duration increases to 10 minutes. \n **Heightened (3rd)** The duration increases to 1 hour. \n **Heightened (5th)** The duration increases to 24 hours.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1375","name":"Needle Darts","traits":["attack","cantrip","concentrate","manipulate","metal"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 144 \nPFS Note Any spells which require metal to function require the PC to be holding at least one chunk of that metal or an item made of that metal.","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"60 feet","targets":"1 creature","defense":"AC","description":"You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. \n \n **Critical Success** The target takes double damage and 1 persistent bleed damage. \n **Success** The target takes full damage.\n\n **Heightened (+1)** You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1890","name":"Nudge Fate","traits":["uncommon","cantrip","concentrate","hex","witch"],"type":"Cantrip","level":1,"source":"Player Core pg. 387","patron theme":"spinner of threads","cast":"","action":"1","range":"30 feet","targets":"1 creature","defense":"Will","duration":"1 minute","description":"The barest spin of your patron's spool is enough to alter fate. When the target fails an attack roll, skill check, or saving throw and a +1 status bonus would turn a critical failure into a failure, or failure into a success, you grant the target a +1 status bonus to the check retroactively, changing the outcome appropriately. The spell then ends. \n \n If you cast nudge fate while a previous casting of this hex is still in effect, the previous effect ends."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1180","name":"Pact Broker","traits":["rare","cantrip","enchantment","hex","mental","witch"],"type":"Cantrip","level":1,"legacy content":"      ","source":"Dark Archive pg. 159","patron theme":"pacts","cast":"verbal","action":"1","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"sustained up to 1 minute","description":"You offer to broker a pact of peace. If the target accepts and doesn't take hostile actions against you and your allies, you take a –1 status penalty to Deception checks to Lie to them. If they refuse and take a hostile action against you or an ally, they must attempt a Will save. If they accepted the offer and then take a hostile action against you or an ally, they must attempt a Will save and treat the result as one category worse. Regardless of the outcome, the target is then temporarily immune for 1 minute. \n \n **Success** The target is unaffected. \n **Failure** The target takes a –1 status penalty to attack and damage rolls against you and your allies. \n **Critical Failure** The target takes a –2 status penalty to attack and damage rolls against you and your allies.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1159","name":"Phase Bolt","traits":["attack","cantrip","evocation"],"type":"Cantrip","level":1,"legacy content":"   ","source":"Dark Archive pg. 106","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","description":"You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 3d4 piercing damage. On a critical success, the target takes double damage.\n\n **Heightened (+1)** The bolt's damage increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1639","name":"Prestidigitation","traits":["cantrip","concentrate","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 351","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"10 feet","targets":"1 object (cook, lift, or tidy only)","duration":"sustained","description":"The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. \r\n * **Cook** Cool, warm, or flavor 1 pound of nonliving material.\r\n * **Lift** Slowly lift an unattended object of light Bulk or less 1 foot off the ground.\r\n * **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 locus or cost for a spell.\r\n * **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.\r\n\r\n\r\n 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.\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=975","name":"Protect Companion","traits":["abjuration","cantrip"],"type":"Cantrip","level":1,"legacy content":"  ","source":"Secrets of Magic pg. 123 1.1","traditions":["arcane","divine","occult","primal"],"cast":"verbal","action":"1","range":"30 feet","targets":"your eidolon, or a creature with the minion trait under your control","duration":"until the start of your next turn","description":"You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the following reaction; after using the reaction, the spell ends and you can't cast protect companion again for 10 minutes. \n \n **Life Block** |reaction| **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.","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.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=977","name":"Puff of Poison","traits":["cantrip","evocation","inhaled","poison"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 124 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"5 feet","targets":"1 creature","saving throw":"Fortitude","description":"You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes 1d8 poison damage and 2 persistent poison damage, depending on its Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The target takes half initial and persistent damage. \n **Failure** The target takes full initial and persistent damage. \n **Critical Failure** The target takes double initial and persistent damage.\n\n **Heightened (+2)** The initial poison damage increases by 1d8 and the persistent poison damage increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1646","name":"Read Aura","traits":["cantrip","concentrate","detection","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 352","traditions":["arcane","divine","occult","primal"],"cast":"1 minute","range":"30 feet","targets":"1 object","description":"You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell.\n\n **Heightened (3rd)** You can target up to 10 objects. \n **Heightened (6th)** You can target any number of objects.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=981","name":"Read the Air","traits":["cantrip","divination"],"type":"Cantrip","level":1,"legacy content":"  ","source":"Secrets of Magic pg. 125 1.1","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You take a deep breath as you survey a social situation, showing courtesy to all around you as your intuition swiftly picks up clues about social contexts and unspoken assumptions of behavior. Your body language subconsciously changes to take advantage of this information and use it in your own interactions with those creatures. \n \n As part of Casting this Spell, you Recall Knowledge using Society to gain information about the immediate social situation. You also gain a +1 status bonus on your next Diplomacy check to Make an Impression on those creatures present when you cast this spell, as long as the check occurs during the duration of the spell. You can read the air only once in a given social situation; casting it again has no effect.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1050","name":"Reinforce Eidolon","traits":["uncommon","abjuration","cantrip","summoner"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 145 1.1","cast":"verbal","action":"1","range":"100 feet","targets":"your eidolon","duration":"1 round","description":"You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1409","name":"Root Reading","traits":["cantrip","concentrate","manipulate","wood"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 197","traditions":["arcane","primal"],"cast":"","action":"2","area":"30-foot emanation","description":"You gain general insights into the immediate vicinity by sending your sense through the root systems of trees and bushes. If there are any unnoticed Medium or larger creatures in the area, you learn of their presence and they're undetected to you. You can immediately attempt to Seek an undetected creature, and you gain a +1 status bonus to this attempt and any of your other attempts to Seek hidden or undetected creatures until the end of your next turn. You also learn if any such creatures passed through this area in the last hour, although you get only the vaguest sense of direction from the spell. If you begin to Track a creature detected in this way, you gain a +1 status bonus to the initial check."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1395","name":"Rousing Splash","traits":["cantrip","concentrate","manipulate","water"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 174","traditions":["divine","primal"],"cast":"","action":"2","range":"60 feet","targets":"1 creature","description":"You cause a splash of cold water to descend on an ally's head, granting some temporary vigor. The target gains 1d4 temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance.\n\n **Heightened (+1)** The amount of temporary Hit Points granted increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=990","name":"Scatter Scree","traits":["cantrip","earth","evocation"],"type":"Cantrip","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 127 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","area":"two contiguous 5-foot cubes","saving throw":"basic Reflex","duration":"1 minute","description":"You evoke a jumble of rocks in the area. The scattering rocks deal 2d4 bludgeoning damage to creatures in the area, with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can Interact to clear a square of this scree. \n \n If you cast this spell again, any previous scatter scree you have cast ends.\n\n **Heightened (+1)** The damage increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1671","name":"Shield","traits":["cantrip","concentrate","force"],"type":"Cantrip","level":1,"source":"Player Core pg. 356","traditions":["arcane","divine","occult"],"cast":"","action":"1","duration":"until the start of your next turn","description":"You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. \n \n While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.\n\n **Heightened (+2)** The shield's Hardness increases by 5."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1891","name":"Shroud of Night","traits":["uncommon","cantrip","darkness","hex","manipulate","witch"],"type":"Cantrip","level":1,"source":"Player Core pg. 387","patron theme":"starless shadow","cast":"","action":"1","range":"30 feet","targets":"1 creature","defense":"Will","duration":"sustained up to 1 minute","description":"Your patron blankets the target's eyes in darkness. If you cast this hex on a willing ally (for instance, one with light blindness), the ally can choose which result it gets without rolling. \n \n **Success** The target is unaffected. \n **Failure** The target is shrouded in murky darkness. It treats bright light as dim light, and unless it has greater darkvision, all creatures are concealed to it."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1673","name":"Sigil","traits":["cantrip","concentrate","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 357","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 creature or object","duration":"unlimited (see below)","description":"You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened rank.\n\n **Heightened (3rd)** The sigil instead fades after 1 month. \n **Heightened (5th)** The sigil instead fades after 1 year. \n **Heightened (7th)** The sigil never fades."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=555","name":"Silver's Refrain","traits":["rare","abjuration","bard","cantrip","composition"],"type":"Cantrip","level":1,"legacy content":"     ","source":"Pathfinder #147: Tomorrow Must Burn pg. 74","cast":"verbal","action":"1","area":"60-foot emanation","duration":"1 round","description":"The “Song of Silver” was an enchanted song used by the Silver Ravens to battle diabolic forces. You pull from select verses to temporarily replicate some of the legendary song’s benefits, albeit on a much smaller scale. \n \n Weapon and unarmed attacks by allies in the area are treated as silver. In addition, this spell automatically attempts to counteract any dimension door cast by a devil within the area or cast by a devil attempting to enter the area using dimension door. If a devil attempts to enter the area using dimension door and the spell is counteracted, the devil remains where it started.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1321","name":"Slashing Gust","traits":["air","attack","cantrip","concentrate","manipulate"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 71","traditions":["arcane","primal"],"cast":"","action":"2","requirements":"You have at least one free hand.","range":"60 feet","targets":"1 or 2 creatures","defense":"AC","description":"You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one. \n \n Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes 1d4 persistent bleed damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks. \n \n **Critical Success** The target takes double damage and 1d4 persistent bleed damage. \n **Success** The target takes full damage.\n\n **Heightened (+1)** The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1775","name":"Song of Strength","traits":["uncommon","bard","cantrip","composition","concentrate","emotion","mental"],"type":"Cantrip","level":1,"source":"Player Core pg. 371","cast":"","action":"1","area":"60-foot emanation","duration":"1 round","description":"You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to Athletics checks and to their DCs against Athletics skill actions such as Disarm, Reposition, Shove, and Trip."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=810","name":"Spirit Object","traits":["rare","cantrip","hex","necromancy","witch"],"type":"Cantrip","level":1,"legacy content":"     ","source":"Legends pg. 32 \nPFS Note Per design team clarification, an item animated by the spirit object hex uses the spellcaster’s spell DC as its AC. Its Hardness and Hit Points remain unchanged from their normal values as listed on page 577 of the Core Rulebook.","patron theme":"baba yaga","cast":"or somatic, verbal","action":"1","actionMax":"2","range":"30 feet","targets":"1 unattended object up to 1 Bulk","description":"Using a sliver of Baba Yaga's power, you briefly bring an object to life. The object gains a means of locomotion, such as sprouting chicken legs, and Strides up to 25 feet to a space you decide within range. If you spent 2 actions Casting the Spell, the object then attacks one creature of your choice adjacent to its new space. Make a melee spell attack roll against the creature. On a success, the creature takes 3d4 bludgeoning, piercing, or slashing damage (as appropriate for the object), and on a critical success, it takes double damage.\n\n **Heightened (+1)** Increase the maximum Bulk of the target by 1 and the damage by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1002","name":"Spout","traits":["cantrip","evocation","water"],"type":"Cantrip","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 130 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","area":"a 5-foot cube","saving throw":"Reflex","description":"Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take 2d4 bludgeoning damage, with a basic Reflex saving throw. A creature that critically fails its save is disoriented by the explosion of water, becoming off-guard until the end of your next turn. \n \n 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.\n\n **Heightened (+1)** The damage increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1689","name":"Stabilize","traits":["cantrip","concentrate","healing","manipulate","vitality"],"type":"Cantrip","level":1,"source":"Player Core pg. 359","traditions":["divine","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 dying creature","description":"Life energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1892","name":"Stoke the Heart","traits":["uncommon","cantrip","concentrate","emotion","hex","witch"],"type":"Cantrip","level":1,"source":"Player Core pg. 387","patron theme":"faith's flamekeeper","cast":"","action":"1","range":"30 feet","targets":"1 creature","duration":"sustained up to 1 minute","description":"Your patron fills a creature with fervor, empowering their blows. The target gains a +2 status bonus to damage rolls.\n\n **Heightened (+2)** The status bonus to damage increases by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1411","name":"Take Root","traits":["cantrip","manipulate","plant","wood"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 198","traditions":["arcane","primal"],"cast":"","action":"1","range":"30 feet","targets":"1 willing creature","duration":"1 round","description":"Roots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creature gains a +1 circumstance bonus to their Fortitude DC against attempts to Shove them and a +1 circumstance bonus to their Reflex DC against attempts to Disarm or Trip them. This bonus also applies to saving throws against spells or effects that would attempt to remove a held item from their grasp."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1014","name":"Tame","traits":["auditory","cantrip","enchantment","mental"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 135 1.1","traditions":["occult","primal"],"cast":"somatic, verbal","action":"2","range":"10 feet","targets":"1 non-hostile domesticated animal","saving throw":"Will","duration":"1 minute","description":"As you make comforting sounds and gestures, you approach the target in a friendly manner combining caution and confidence. You improve the target's attitude to you by one step (unfriendly to neutral, neutral to friendly, friendly to helpful) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day. \n \n This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM.\n\n **Heightened (3rd)** The duration becomes 10 minutes. \n **Heightened (6th)** The duration becomes 1 hour.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1713","name":"Tangle Vine","traits":["attack","cantrip","concentrate","manipulate","plant","wood"],"type":"Cantrip","level":1,"source":"Player Core pg. 362","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"AC","description":"A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target. \n \n **Critical Success** The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition. \n **Success** The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty. \n **Failure** The target is unaffected.\n\n **Heightened (2nd)** The effects last for 2 rounds. \n **Heightened (4th)** The effects last for 1 minute.","oldName":"tanglefoot"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1715","name":"Telekinetic Hand","traits":["cantrip","concentrate","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 362","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 unattended object of Light bulk or less","duration":"sustained","description":"You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.\n\n **Heightened (3rd)** You can target an unattended object with a Bulk of 1 or less. \n **Heightened (5th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. \n **Heightened (7th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1718","name":"Telekinetic Projectile","traits":["attack","cantrip","concentrate","manipulate"],"type":"Cantrip","level":1,"source":"Player Core pg. 363","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"AC","description":"You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target's AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage. \n \n **Critical Success** You deal double damage. \n **Success** You deal full damage.\n\n **Heightened (+1)** The damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1130","name":"Telekinetic Rend","traits":["uncommon","cantrip","evocation","psychic"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Dark Archive pg. 17","cast":"somatic, verbal","action":"2","range":"60 feet","area":"2 non-overlapping 5-foot bursts","saving throw":"basic Fortitude","description":"Your mind creates a violent axis of motion in a nearby space. You deal your choice of 1d6 bludgeoning or 1d6 slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once.\n\n **Heightened (+2)** The damage increases by 1d6.\n\n **Amp** Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also stunned 1. \n **Amp Heightened (+2)** Both types of damage increase by 1d6 instead of just one. Add a third non-overlapping 5-foot burst to the area.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1136","name":"Thermal Stasis","traits":["uncommon","abjuration","cantrip","psychic"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Dark Archive pg. 20","cast":"verbal","action":"1","range":"60 feet","targets":"1 creature","duration":"until the start of your next turn","description":"The same abilities that let you raise or lower thermal energy also let you keep it at a safe medium. The target gains resistance 2 against fire damage and resistance 2 against cold damage.\n\n **Heightened (+1)** Each resistance increases by 2.\n\n **Amp** The spell's duration becomes 1 minute.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1412","name":"Timber","traits":["cantrip","concentrate","manipulate","wood"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 198","traditions":["arcane","primal"],"cast":"","action":"2","area":"15-foot line","defense":"basic Reflex","description":"You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw. A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.\n\n **Heightened (+1)** The initial damage increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1193","name":"Time Sense","traits":["cantrip","divination"],"type":"Cantrip","level":1,"legacy content":"  ","source":"Dark Archive pg. 183","traditions":["arcane","occult"],"mystery":"time","cast":"verbal","action":"1","description":"When you Cast the Spell, you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area—if you're trained in Nature, you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in Astronomy Lore, you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on. \n \n You can gain a +1 status bonus to one attack roll, Perception check, saving throw, or skill check you take on the same turn you cast time sense that requires extremely precise timing. If you choose to gain this bonus, you can't gain it again for 1 hour.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1270","name":"Torturous Trauma","traits":["uncommon","cantrip","necromancy","nonlethal"],"type":"Cantrip","level":1,"legacy content":"    ","source":"Pathfinder #186: Ghost King's Rage pg. 77","traditions":["arcane","divine"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 living creature","saving throw":"basic Fortitude","description":"With this spell born of Kemnebi's sadistic love of torture, you batter a creature's internal organs, leaving no external signs of the immense pain you delivered. The target takes bludgeoning damage equal to 1d4 + your spellcasting modifier with a basic Fortitude save. If it critically fails, the target is also fatigued until the start of your next turn. Creatures that lack internal organs are unaffected by this spell.\n\n **Heightened (+1)** The bludgeoning damage increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1342","name":"Tremor Signs","traits":["cantrip","earth","manipulate"],"type":"Cantrip","level":1,"source":"Rage of Elements pg. 97","traditions":["arcane","divine","occult","primal"],"cast":"","action":"1","range":"120 feet","targets":"1 creature","description":"You send a series of tremors, no longer than a short sentence of speech, toward your target. If the target is within range and connected to the same body of earth as you, the vibrations reach the target through the ground. You need neither line of sight nor line of effect, so a target on another floor of a building is a valid target. \n \n The target can give a brief, vibrational response as a reaction, or as a free action on their next turn, but they must be within range to do so. If they respond, their response is delivered to you through tremors you feel, as with the original message. The tremors impart a clear meaning only if you and the target know that meaning, such as three tremors for a specific warning, two for another. Neither of you can impart a nuanced or new meaning using this spell. \n \n A creature that has tremorsense can feel the vibrations from this spell if the creature is within range of the vibrations at any point during their journey to any target.\n\n **Heightened (4th)** The spell can target up to 5 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1779","name":"Uplifting Overture","traits":["uncommon","bard","cantrip","composition","concentrate","emotion","mental"],"type":"Cantrip","level":1,"source":"Player Core pg. 372","cast":"","action":"1","range":"60 feet","targets":"1 ally","duration":"1 round","description":"Your performance makes allies feel they can succeed at anything. This counts as having prepared to Aid your ally on a skill check of your choice. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed. The GM might rule that you can't use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to Sneak quietly or maintain a disguise)."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1744","name":"Vitality Lash","traits":["cantrip","concentrate","manipulate","vitality"],"type":"Cantrip","level":1,"source":"Player Core pg. 366","traditions":["divine","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 creature that is undead or otherwise has void healing","defense":"Fortitude","description":"You demolish the target's corrupted essence with energy from Creation's Forge. You deal 2d6 vitality damage with a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 until the start of your next turn.\n\n **Heightened (+1)** The damage increases by 1d6.","oldName":"disrupt undead"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1745","name":"Void Warp","traits":["cantrip","concentrate","manipulate","void"],"type":"Cantrip","level":1,"source":"Player Core pg. 366","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 living creature","defense":"Fortitude","description":"You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.\n\n **Heightened (+1)** The damage increases by 1d4.","oldName":"chill touch"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1166","name":"Warp Step","traits":["cantrip","conjuration"],"type":"Cantrip","level":1,"legacy content":"  ","source":"Dark Archive pg. 107","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","description":"When you walk, the earth warps beneath your feet—your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1031","name":"Wash Your Luck","traits":["abjuration","cantrip","fortune"],"type":"Cantrip","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 140 1.1","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. \n \n Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1893","name":"Wilding Word","traits":["uncommon","cantrip","hex","mental","witch"],"type":"Cantrip","level":1,"source":"Player Core pg. 387","patron theme":"wilding steward","cast":"","action":"1","range":"30 feet","targets":"1 creature","defense":"Will","duration":"sustained up to 1 minute","description":"Your patron's majesty—or their displeasure—comes in a growl from your throat, making other creatures reluctant to harm you. The target must attempt a Will save; if the creature is an animal, fungus, or plant, it takes a –1 circumstance penalty to its save. \n \n **Critical Success** The target is unaffected. \n **Success** When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll. \n **Failure** As success, but the target also becomes sickened 1 each time it damages you. \n **Critical Failure** As failure, but the sickened value is 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1773","name":"Rallying Anthem","traits":["uncommon","bard","cantrip","composition","concentrate","emotion","mental"],"type":"Cantrip","level":2,"source":"Player Core pg. 371","cast":"","action":"1","area":"60-foot emanation","duration":"1 round","description":"Your song moves allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's rank to physical damage."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1778","name":"Triple Time","traits":["uncommon","bard","cantrip","composition","emotion","manipulate","mental"],"type":"Cantrip","level":2,"source":"Player Core pg. 372","cast":"","action":"1","area":"60-foot emanation","duration":"1 round","description":"Your music sets a fast pace. You and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1143","name":"Astral Rain","traits":["uncommon","cantrip","evocation","force","psychic"],"type":"Cantrip","level":3,"legacy content":"     ","source":"Dark Archive pg. 22","cast":"somatic, verbal","action":"2","range":"60 feet","area":"one 5-foot cube","saving throw":"Reflex","description":"You fling a mass of furious thoughts into the air, where they expand into numerous blades or other shapes that rain down. Any creature that's in the area or enters the area before the start of your next turn takes 4d4 bludgeoning or piercing damage (your choice), with a basic Reflex saving throw.\n\n **Heightened (+1)** The damage increases by 1d4.\n\n **Amp** The area changes to a 5-foot burst, and you can Sustain the Spell up to 1 minute. The first time each round that you Sustain the Spell, you can move the burst up to 20 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1764","name":"Dirge of Doom","traits":["uncommon","bard","cantrip","composition","concentrate","emotion","fear","mental"],"type":"Cantrip","level":3,"source":"Player Core pg. 370","cast":"","action":"1","area":"30-foot emanation","duration":"1 round","description":"Enemies within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1137","name":"Entropic Wheel","traits":["uncommon","cantrip","cold","evocation","fire","psychic"],"type":"Cantrip","level":3,"legacy content":"      ","source":"Dark Archive pg. 20","cast":"verbal","action":"reaction","trigger":"You deal cold or fire damage to an enemy","duration":"1 minute","description":"You stockpile thermal energy in a magical wheel-like construct that lets you burn opponents with cold or freeze their bodies with heat. When you Cast the Spell, the wheel has one mote of thermal energy, and when you use a cold or fire effect or deal cold or fire damage, the wheel spins, siphoning off a bit of energy and gaining another mote. The wheel can't gain motes more than once on a given turn, and the maximum number of motes is equal to entropic wheel's level. \n \n When you Cast a Spell that deals fire damage, the target also takes cold damage equal to the number of motes in the entropic wheel. When you Cast a Spell that deals cold damage, the target also takes fire damage equal to the number of motes in the entropic wheel. This applies only to the initial damage of the spell, not to any persistent damage or ongoing effects.\n\n **Amp** You gain two motes instead of one when you Cast the Spell and each time the wheel gains another mote.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1146","name":"Ghostly Shift","traits":["uncommon","cantrip","conjuration","psychic"],"type":"Cantrip","level":3,"legacy content":"    ","source":"Dark Archive pg. 23","cast":"verbal","action":"1","range":"30 feet","targets":"1 creature","duration":"sustained up to 1 minute","description":"Your body becomes insubstantial as you partially phase out. You gain resistance 2 to all damage (except force).\n\n **Heightened (+2)** The resistance increases by 1.\n\n **Amp** Your insubstantiality is complete enough that you can pass through other creatures, causing painful interference effects when you do so. Once each round when you Stride, Burrow, Swim, or Fly, you can pass through one creature's space during that action without needing to attempt a check to Tumble Through, though you can't end your turn in its space. When you pass through a creature's space in this way, you deal 2d6 force damage to that creature, with a basic Fortitude save. \n **Amp Heightened (+2)** Increase the damage dealt by phasing through a creature by 1d6.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1134","name":"Omnidirectional Scan","traits":["uncommon","cantrip","divination","psychic","scrying"],"type":"Cantrip","level":3,"legacy content":"     ","source":"Dark Archive pg. 18","cast":"verbal","action":"1","area":"30-foot emanation","targets":"1 ally and 1 enemy","duration":"until the start of your next turn","description":"You quickly view your surroundings from a variety of angles, your senses constructing an overall mental picture. You can choose to Seek the entire emanation of the spell. \n \n Regardless of whether you Seek, target one ally and one enemy in the area; if a target is concealed or hidden from you, you automatically succeed at the flat check to target it with this spell. You prepare to Aid the target ally on an attack roll against the target enemy. If you take this Aid reaction, you use your spell attack modifier and proficiency rank on your check to Aid. If you critically fail the roll to Aid, you get a failure instead.\n\n **Amp** Your scans are so minute that you can project your foe's likely strengths and weaknesses. You learn which of the target enemy's saving throws is highest and which is lowest, and you and all allies within 30 feet gain a +1 circumstance bonus to attacks and damage against the creature. \n \n If you take the Aid reaction you prepared for and succeed at your roll, these bonuses increase to +2 on the attack you're Aiding. On a critical success, they increase to +3, or to +4 if you have legendary proficiency in spell attack rolls.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1140","name":"Shatter Mind","traits":["uncommon","cantrip","evocation","mental","psychic"],"type":"Cantrip","level":3,"legacy content":"     ","source":"Dark Archive pg. 21","cast":"somatic, verbal","action":"2","area":"15-foot cone","saving throw":"basic Will","description":"You telepathically assail the minds of your foes. You deal 3d4 mental damage to all enemies in the area, with a basic Will save.\n\n **Heightened (+1)** The damage increases by 1d4.\n\n **Amp** You increase the area of the spell to your choice of a 30-foot cone or 60-foot cone, and the damage dice for the spell change to d10s. Creatures that fail are stupefied 1 until the start of your next turn (or stupefied 2 on a critical failure).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1774","name":"Song of Marching","traits":["uncommon","bard","cantrip","composition","concentrate","mental"],"type":"Cantrip","level":3,"source":"Player Core pg. 371","cast":"","action":"1","area":"60-foot emanation","duration":"sustained up to 1 hour","description":"You maintain a brisk performance that keeps allies on the move. You and your allies in the area can Hustle for the spell's duration, in addition to your other exploration activities (your exploration activity is Sustaining this spell). You and your allies then become temporarily immune for 1 day. If you enter an encounter while performing this song, you can use your Performance modifier for the initiative roll. You and your affected allies also receive a +1 status bonus to that initiative roll.\n\n **Heightened (6th)** You can Sustain the Spell for up to 2 hours. \n **Heightened (9th)** You can Sustain the Spell for up to 4 hours."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1131","name":"Vector Screen","traits":["uncommon","abjuration","cantrip","psychic"],"type":"Cantrip","level":3,"legacy content":"    ","source":"Dark Archive pg. 17","cast":"somatic, verbal","action":"2","range":"60 feet","area":"one 5-foot square","duration":"until the start of your next turn","description":"You set up a transparent, rippling screen of telekinetic energy that seizes small, fast-moving projectiles. Creatures can pass through the screen, but ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—is automatically trapped in the screen, clattering to the ground once the spell ends. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the screen. Massive ranged weapons and spell effects that don't create physical objects pass through the screen with no penalty.\n\n **Heightened (5th)** The screen is 10 feet wide. \n **Heightened (6th)** The screen is 10 feet wide and can interfere even with massless attacks, like magical blasts or gouts of flame. The screen imposes a –2 circumstance penalty to the attack rolls of spell effects even if they don't create physical objects. It also protects against area effects that pass through the screen, granting standard cover to creatures on the opposite side of the screen from the center or origin point of an area.\n\n **Amp** Your screen persists for longer, and you can detonate it in an explosive counterattack. The duration of the spell increases to 1 minute. You can Dismiss the spell. If there are any projectiles trapped in the screen, you can cast telekinetic projectile to fire them at one creature as part of Dismissing the spell. Measure the range for the telekinetic projectile from where the vector screen was, instead of from you.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1141","name":"Contagious Idea","traits":["uncommon","cantrip","emotion","enchantment","mental","psychic"],"type":"Cantrip","level":5,"legacy content":"      ","source":"Dark Archive pg. 21","cast":"somatic, verbal","action":"2","range":"30 feet (see text)","targets":"1 or 2 creatures other than yourself (see text)","description":"Nothing is so contagious as a thought. You place either a pleasant thought or a terrifying one in a creature's mind. You can then plant the same thought in a second creature's mind. You can't choose a creature that's already been a target of this casting of contagious idea, nor can you choose yourself. The second target can be beyond the range of the spell, but it must be within 30 feet of the first target. \r\n * **Pleasant Thought** The target is soothed, gaining 5 temporary Hit Points that last for 1 minute.\r\n * **Terrifying Thought** The target must attempt a Will save. \n**Critical Success** The target is unaffected and is temporarily immune for 1 minute. \n**Success** The target is frightened 1 and is then temporarily immune for 1 minute. \n**Failure** The target becomes frightened 2. \n**Critical Failure** The target becomes frightened 3.\r\n\r\n\r\n\n **Heightened (+1)** The temporary Hit Points for a pleasant thought increase by 1.\n\n **Amp** You can choose to spread the thought from the second target to a third target, in the same manner as spreading it from the first target to the second. A pleasant thought grants twice as many temporary Hit Points (10, plus an additional 2 for each level heightened).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1132","name":"Dancing Blade","traits":["uncommon","cantrip","evocation","psychic"],"type":"Cantrip","level":5,"legacy content":"    ","source":"Dark Archive pg. 17","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","duration":"sustained up to 1 minute","description":"You telekinetically animate a weapon that's unattended or on your person. It brandishes itself at a foe of your choice as if wielded by an invisible duelist. When you first Cast the Spell, the weapon automatically flies to the target and Strikes. It moves along with its target, always remaining within reach. Each time you Sustain the Spell, the weapon either Changes Partners or Strikes. The weapon's attacks use and contribute to your multiple attack penalty. \r\n * **Change Partners** Change the weapon's target to a different creature within 30 feet. The weapon flies to its new target.\r\n * **Strike** (attack) The weapon attacks its target using your spell attack roll. On a hit, the weapon deals 3d6 damage, of a type determined by the weapon (if the weapon has the versatile trait or can otherwise deal multiple types of damage, you choose each time you attack).\r\n\r\n\r\n\n **Heightened (+2)** The damage increases by 1d6.\n\n **Amp** The weapon's attacks increase in strength, and your control is fine enough for advanced technique. The damage dice for the weapon's Strike change from d6s to d10s. When you Cast or Sustain the spell, you can choose from the following options in addition to the standard ones. \r\n * **Guard** Rather than attacking, the weapon grants a +2 circumstance bonus to AC against melee attacks to the creature it's following. The bonus lasts until the start of your next turn or until the weapon Changes Partners, whichever comes first.\r\n * **Push** (attack) The weapon attempts to Push its target, using your spell attack roll instead of an Athletics check to determine the results of the Push.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1135","name":"Foresee the Path","traits":["uncommon","cantrip","divination","psychic"],"type":"Cantrip","level":5,"legacy content":"    ","source":"Dark Archive pg. 18","cast":"verbal","action":"1","range":"60 feet","targets":"1 ally and 1 enemy","duration":"sustained up to 1 minute","description":"You see just a split second into the future and glean how an enemy will move, making it easier for your allies to strike it mid-action. Make a Perception check against the target enemy's Will DC or Deception DC, whichever is higher. The GM may judge a different DC is more appropriate if it's higher; for instance, using the Warfare Lore DC of a military captain. The target is then temporarily immune for 1 minute. \n \n **Critical Success** The target ally gains a reaction that lets it make a melee Strike against the target enemy, triggered if the enemy leaves a square within the ally's reach. If the ally already has an ability that lets it make melee Strikes as a reaction, such as Attack of Opportunity, the ally can forgo gaining the temporary reaction to instead gain a +2 status bonus to melee Strikes it makes as reactions. \n **Success** As critical success, but the status bonus an ally gets if it forgoes the reaction is +1. \n **Failure** The spell has no effect.\n\n **Amp** The spell has the same result on a failure as on a success (but still no effect on a critical failure). Each time you Sustain the Spell, you can choose an additional ally to target, granting them the same benefit as the initial target ally","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1144","name":"Hologram Cage","traits":["uncommon","cantrip","illusion","light","psychic"],"type":"Cantrip","level":5,"legacy content":"     ","source":"Dark Archive pg. 22","cast":"material, somatic, verbal","action":"3","range":"60 feet","area":"1 cube 20 feet on each side","duration":"1 minute","description":"You weave light into a cube of vivid and fantastic patterns. The walls shed bright light for 10 feet (and dim light for the next 20 feet) and completely block line of sight; creatures within the cage can't be seen by creatures outside of it, though they can see each other, and creatures outside of it can't see into it. You can Dismiss the spell, and if you Cast the Spell again, your previous hologram cage ends.\n\n **Heightened (7th)** The range of the spell increases to 80 feet, and you can expand the cube to be 25 feet on each side.\n\n **Amp** Force walls make the cage's barrier physical as well as visual. Each 10-foot-by-10-foot section of the cage's wall has AC 10, Hardness equal to double the spell's level, and HP equal to quadruple the spell's level. The spell is disrupted if any of its walls would pass through a creature when you cast it.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1767","name":"House of Imaginary Walls","traits":["uncommon","bard","cantrip","composition","illusion","manipulate","visual"],"type":"Cantrip","level":5,"source":"Player Core pg. 370","cast":"","action":"1","duration":"1 round","description":"You mime an invisible 10-foot-by-10-foot wall adjacent to you and within your reach. The wall is solid to those creatures that don't disbelieve it, even incorporeal creatures. You and your allies can voluntarily believe the wall exists to continue to treat it as solid, for instance to climb onto it. A creature that disbelieves the illusion is temporarily immune to your house of imaginary walls for 1 minute. The wall doesn't block creatures that didn't see your visual performance, nor does it block objects. The wall has AC 10, Hardness equal to double the spell's rank, and HP equal to quadruple the spell's rank."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1138","name":"Redistribute Potential","traits":["uncommon","cantrip","cold","evocation","fire","psychic"],"type":"Cantrip","level":5,"legacy content":"      ","source":"Dark Archive pg. 20","cast":"somatic, verbal","action":"2","range":"60 feet","area":"2 adjacent 5-foot squares","saving throw":"basic Fortitude","description":"Energy attempts to balance out, but with your magic, you can shunt all the energy in one area to another. Creatures in either area take 4d4 damage with a basic Fortitude save. Choose one of the squares to steal heat, dealing cold damage, and the other to concentrate the stolen heat, dealing fire damage. A creature that fails its save also becomes clumsy 1 from numbness if it's in the area of stolen heat or enfeebled 1 from heat stroke if it's in the area of concentrated heat; these conditions last until the start of your next turn. If a creature is large enough to be in both squares, you choose only one of the areas for it to attempt its save against; it's unaffected by the other area.\n\n **Heightened (+1)** The damage increases by 1d4.\n\n **Amp** You can affect the flow of energy on a much grander scale. Instead of two 5-foot squares, you create two 10-foot bursts. They still must be adjacent to one another and can overlap. A creature in both areas can still be affected by only one of your choice. The spell's damage increases to 6d6. The conditions last for 1 minute. \n **Amp Heightened (+1)** Increase the damage by 2d6 instead of 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1147","name":"Tesseract Tunnel","traits":["uncommon","cantrip","conjuration","psychic","teleportation"],"type":"Cantrip","level":5,"legacy content":"     ","source":"Dark Archive pg. 23","cast":"somatic, verbal","action":"2","duration":"sustained up to 1 minute","description":"You race from point to point, tearing open a tunnel in space. You create a portal in your current space and then Stride, creating another portal in the space you end your Stride. Until the beginning of your next turn, any creature that enters the first portal can immediately transport itself to the exit portal as part of its move action, which adds the teleportation trait to its movement. \n \n You can have only one tesseract tunnel open at a time; creating another causes the first to immediately close. You can use tesseract tunnel while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.\n\n **Amp** Physical movement is no longer necessary to connect two points in space. When you cast tesseract tunnel, you simply create a tunnel that ends in a square within a range equal to your Speed; you can choose to immediately teleport to the space at the far end of the tunnel. Furthermore, the tunnel can be traversed in both directions, instead of only from entrance to exit. Finally, the spell's duration changes to 1 minute. You can Dismiss the spell.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1761","name":"Allegro","traits":["uncommon","bard","cantrip","composition","concentrate","emotion","mental"],"type":"Cantrip","level":7,"source":"Player Core pg. 370","cast":"","action":"1","range":"30 feet","targets":"1 ally","duration":"1 round","description":"You perform rapidly, speeding up your ally. The ally becomes quickened and can use the additional action to Strike, Stride, or Step."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=594","name":"Adapt Self","traits":["morph","transmutation"],"type":"Focus","level":1,"legacy content":"  ","source":"Gods & Magic pg. 112 2.0","domain":"change","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You make subtle changes to yourself to adapt to the situation. Choose one of the following options that applies to you.\r\n * If you are in water, you gain a swim Speed equal to half your Speed.\r\n * If you are in water, you become able to breathe water.\r\n * If it’s too dark for you to see, you gain darkvision.\r\n * If you are in an environment of severe heat or severe cold, you are protected from the effects of severe heat or severe cold, and the spell lasts 10 minutes.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1838","name":"Agile Feet","traits":["uncommon","cleric","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 379","domain":"travel","cast":"","action":"1","duration":"until the end of the current turn","description":"The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can Step, Stride, or Tumble Through; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=493","name":"Ancestral Memories","traits":["uncommon","divination","sorcerer"],"type":"Focus","level":1,"legacy content":"   ","source":"Core Rulebook pg. 402 4.0","bloodline":"imperial","cast":"verbal","action":"1","duration":"1 minute","description":"The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.\n\n **Heightened (6th)** You temporarily become an expert in the skill you choose.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=744","name":"Ancestral Touch","traits":["uncommon","cursebound","emotion","enchantment","fear","mental","oracle"],"type":"Focus","level":1,"legacy content":"       ","source":"Advanced Player's Guide pg. 230 2.0","mystery":"ancestors","cast":"somatic","action":"1","range":"touch","targets":"1 living creature","saving throw":"Will","description":"You touch a creature and force them to see and feel the ancestors surrounding you. The target takes 1d4 mental damage, with results depending on a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **Failure** The target is frightened 1 and takes full damage. \n **Critical Failure** The target is frightened 2 and takes double damage.\n\n **Heightened (+1)** The mental damage increases by 1d4.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=494","name":"Angelic Halo","traits":["uncommon","abjuration","aura","good","sorcerer"],"type":"Focus","level":1,"legacy content":"     ","source":"Core Rulebook pg. 402 4.0","bloodline":"angelic","cast":"verbal","action":"1","area":"15-foot emanation","duration":"1 minute","description":"You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1850","name":"Appearance of Wealth","traits":["uncommon","cleric","concentrate","focus","illusion","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 381","domain":"wealth","cast":"","action":"2","range":"30 feet","area":"5-foot burst","defense":"Will","duration":"sustained up to 1 minute","description":"You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated. \n \n **Critical Success** The creature disbelieves the illusion and is unaffected by it. \n **Success** The creature is fascinated by the wealth until it has completed its first action on its next turn. \n **Failure** The creature is fascinated by the illusion."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1418","name":"Arms of Nature","traits":["uncommon","concentrate","focus","manipulate","wood"],"type":"Focus","level":1,"source":"Rage of Elements pg. 199","domain":"wood","cast":"","action":"2","range":"touch","targets":"1 wooden object or plant of at least 4 Bulk","duration":"1 minute","description":"All wood, dead or alive, is your armory. When you cast this spell, you draw forth a +1 weapon of your choice from the target. The weapon must be 2 Bulk or less. This weapon is of the same material as the target.\n\n **Heightened (3rd)** The weapon is a +1 striking weapon. \n **Heightened (5th)** The weapon is a +2 striking weapon. \n **Heightened (7th)** The weapon is a +3 greater striking weapon."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1242","name":"Ashen Wind","traits":["uncommon","conjuration","cursebound","oracle"],"type":"Focus","level":1,"legacy content":"    ","source":"Pathfinder #185: A Taste of Ashes pg. 81","mystery":"ash","cast":"verbal, somatic","action":"2","range":"120 feet","area":"10-foot burst","saving throw":"Fortitude","description":"You conjure a swirling wind of ashes that blows through the area. Each creature in the area must attempt a Fortitude save or get the cloying ash in its lungs. \n \n **Success** The creature is unaffected. \n **Failure** The creature is sickened 1. \n **Critical Failure** The creature is sickened 2.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1818","name":"Athletic Rush","traits":["uncommon","cleric","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 377","domain":"might","cast":"","action":"1","duration":"1 round","description":"Your body fills with physical power and skill. You gain a +10- foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell's bonuses apply during that action."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1814","name":"Bit of Luck","traits":["uncommon","cleric","concentrate","focus","fortune","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 376","domain":"luck","cast":"","action":"2","range":"30 feet","targets":"1 willing creature","duration":"1 minute","description":"You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. If you cast bit of luck again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1874","name":"Blood Ward","traits":["uncommon","focus","hex","manipulate","witch"],"type":"Focus","level":1,"source":"Player Core pg. 384","lesson":"lesson of protection","cast":"","action":"1","range":"30 feet","targets":"1 creature","duration":"sustained up to 1 minute","description":"Your patron's aegis descends to shield a target from harm. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait.\n\n **Heightened (5th)** The status bonus increases to +2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=747","name":"Brain Drain","traits":["uncommon","cursebound","enchantment","mental","oracle"],"type":"Focus","level":1,"legacy content":"     ","source":"Advanced Player's Guide pg. 230 2.0","mystery":"lore","cast":"material, somatic","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","description":"You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.\n\n **Heightened (+1)** The mental damage increases by 1d8.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1875","name":"Cackle","traits":["uncommon","concentrate","focus","hex","witch"],"type":"Focus","level":1,"source":"Player Core pg. 384","cast":"","action":"free","description":"With a quick burst of laughter, you prolong a magical effect you created. You Sustain a spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=522","name":"Call of the Grave","traits":["uncommon","arcane","attack","necromancy","wizard"],"type":"Focus","level":1,"legacy content":"     ","source":"Core Rulebook pg. 406 4.0","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 living creature","description":"You fire a ray of sickening energy. Make a spell attack roll. \n \n **Critical Success** The target becomes sickened 2 and slowed 1 as long as it's sickened. \n **Success** The target becomes sickened 1. \n **Failure** The target is unaffected.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=748","name":"Call to Arms","traits":["uncommon","auditory","cursebound","emotion","enchantment","mental","oracle"],"type":"Focus","level":1,"legacy content":"       ","source":"Advanced Player's Guide pg. 230 2.0","mystery":"battle","cast":"verbal","action":"reaction","trigger":"You are about to roll for initiative.","area":"20-foot emanation","duration":"1 minute","description":"You cry out a call to arms, inspiring your allies to enter the fray. Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration.\n\n **Heightened (6th)** The bonus increases to +3. \n **Heightened (9th)** The bonus increases to +4.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=608","name":"Charged Javelin","traits":["attack","electricity","evocation"],"type":"Focus","level":1,"legacy content":"   ","source":"Gods & Magic pg. 115 2.0","domain":"lightning","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 or more creatures","description":"You fire a javelin of electricity that leaves a charged field around its target. Make a spell attack roll. The javelin deals 1d6 electricity damage and 1 persistent electricity damage. \n \n **Critical Success** The javelin deals double damage, both initial and persistent. \n **Success** The javelin deals full damage. \n \nAs long as the target is taking persistent damage from this spell, creatures gain a +1 status bonus to attack rolls with metal weapons or electricity effects against the target, and the target takes a –1 status penalty to saves against electricity effects.\n\n **Heightened (+1)** The initial damage increases by 1d6, and the persistent damage increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1902","name":"Charming Push","traits":["uncommon","concentrate","focus","incapacitation","mental","wizard"],"type":"Focus","level":1,"source":"Player Core pg. 388","cast":"","action":"1","range":"30 feet","targets":"1 creature","defense":"Will","duration":"until the start of your next turn","description":"You push at the target's mind to deflect their ire. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes a –1 circumstance penalty to attack rolls and damage rolls against you. \n **Failure** The target can't use hostile actions against you. \n **Critical Failure** The target is stunned 1 and can't use hostile actions against you."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1828","name":"Charming Touch","traits":["uncommon","cleric","emotion","focus","incapacitation","manipulate","mental"],"type":"Focus","level":1,"source":"Player Core pg. 378","domain":"passion","cast":"","action":"1","range":"touch","targets":"1 creature that could find you attractive","defense":"Will","duration":"10 minutes","description":"You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it. \n \n **Critical Success** The target is unaffected and aware you tried to charm it. \n **Success** The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 303). \n **Failure** The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. If you use a hostile action against the target, the spell ends. You can Dismiss the spell. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations. If it doesn't realize you charmed it, you could potentially convince it to continue being your friend via mundane means. \n **Critical Failure** As failure, but the target is helpful."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1167","name":"Cinder Gaze","traits":["rare","cleric","divination","prediction"],"type":"Focus","level":1,"legacy content":"    ","source":"Dark Archive pg. 142","domains":"fire, fire (apocryphal)","cast":"1 minute (material, somatic, verbal)","description":"You've learned to read the future in the patterns of flames and smoke. Though inexact and often symbolic, these readings help prepare you for upcoming events. When Casting this Spell, you must be near a fire (of any size) for the duration. Upon completion, roll 1d4 for your prediction. The benefit lasts for 10 minutes or until expended, whichever comes first. After casting cinder gaze, you can't cast it again for 10 minutes. Terrible Danger You gain a +2 status bonus to your next initiative roll. New Life The next time you take damage, just before taking the damage, you gain temporary Hit Points equal to 1 plus your spellcasting ability modifier. Vivid Insight (fortune) The next time you attempt a check to Recall Knowledge, roll twice and take the higher result. Good Fortune (fortune) The next time you attempt a saving throw, roll twice and take the better result.\n\n **Heightened (+1)** The number of temporary Hit Points from new life increases by 2.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1790","name":"Cloak of Shadow","traits":["uncommon","aura","cleric","darkness","focus","manipulate","shadow"],"type":"Focus","level":1,"source":"Player Core pg. 373","domain":"darkness","cast":"","action":"1","range":"touch","targets":"1 willing creature","duration":"1 minute","description":"You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 431. \n \n The target can use concealed condition gained from the shadows to Hide, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely undetected. The target can use an Interact action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell's duration. If anyone picks up the cloak after it's been removed by the original target, the cloak evaporates and the spell ends."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1856","name":"Cornucopia","traits":["uncommon","concentrate","druid","focus","healing","manipulate","plant","vitality"],"type":"Focus","level":1,"source":"Player Core pg. 382","cast":"","action":"2","duration":"10 minutes","description":"Vines twine into a wicker horn in your hands, and out spills a single fruit, nut, or similar small bit of produce. A creature who eats the produce with an Interact action regains 1d6+4 HP. The cornucopia, as well as any unconsumed pieces of fruit, wither away at the end of the duration.\n\n **Heightened (+1)** The cornucopia produces an additional piece of food. A creature can consume any amount of food from the same casting with a single Interact action. Eating six pieces of produce from the cornucopia gives as much nourishment as one square meal for a typical human."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1762","name":"Counter Performance","traits":["uncommon","bard","composition","concentrate","focus","fortune","mental"],"type":"Focus","level":1,"source":"Player Core pg. 370","cast":"","action":"reaction","trigger":"You or an ally within 60 feet rolls a saving throw against an auditory or visual effect","area":"60-foot emanation","description":"Your performance protects you and your allies. Roll a Performance check for a type you know—it must be an auditory performance if the trigger was auditory or a visual one for a visual trigger, and this action gains the traits for the type of performance (page 243). You and allies in the area can use the better result between your Performance check and the saving throw."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1788","name":"Creative Splash","traits":["uncommon","cleric","concentrate","focus","illusion","manipulate","visual"],"type":"Focus","level":1,"source":"Player Core pg. 373","domain":"creation","cast":"","action":"2","range":"30 feet","area":"5-foot burst","defense":"Will","duration":"varies","description":"A deluge of paint or colorful illusions descend on the area, reflecting your personal creative specialty. Roll 1d4 to determine the color of the illusion. Each creature in the area must succeed at a Will save or take the effect listed on the table for the color."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1306","name":"Crushing Ground","traits":["uncommon","concentrate","earth","focus","manipulate"],"type":"Focus","level":1,"source":"Rage of Elements pg. 61, Secrets of Magic pg. 200 1.1","cast":"","action":"2","range":"60 feet","targets":"1 creature","defense":"Reflex","duration":"1 round","description":"You tear open the ground then slam it shut. The target creature takes 2d6 bludgeoning damage with a Reflex save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes full damage, is flat-footed, and takes a –10-foot circumstance penalty to Speed. \n **Critical Failure** The target takes double damage and is flat-footed and immobilized. It can attempt to Escape against your spell DC. If it doesn't Escape, the target takes an additional 2d6 bludgeoning damage when the spell ends.\n\n **Heightened (+1)** Increase the initial damage and additional damage by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1794","name":"Cry of Destruction","traits":["uncommon","cleric","concentrate","focus","manipulate","sonic"],"type":"Focus","level":1,"source":"Player Core pg. 374","domain":"destruction","cast":"","action":"2","area":"15-foot cone","defense":"basic Fortitude","description":"Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes 1d8 sonic damage. If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to d12s.\n\n **Heightened (+1)** The damage increases by 1d8."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1836","name":"Dazzling Flash","traits":["uncommon","cleric","concentrate","focus","light","manipulate","visual"],"type":"Focus","level":1,"source":"Player Core pg. 379","domain":"sun","cast":"","action":"2","area":"15-foot cone","defense":"Fortitude","description":"You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is dazzled for 1 round. \n **Failure** The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition. \n **Critical Failure** The creature is blinded for 1 round and dazzled for 1 hour.\n\n **Heightened (3rd)** The area increases to a 30-foot cone."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1792","name":"Death's Call","traits":["uncommon","cleric","concentrate","focus"],"type":"Focus","level":1,"source":"Player Core pg. 373","domain":"death","cast":"","action":"reaction","trigger":"A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed","duration":"1 minute","description":"Seeing another pass from this world invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting attribute modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain. These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=622","name":"Delay Consequence","traits":["abjuration"],"type":"Focus","level":1,"legacy content":" ","source":"Gods & Magic pg. 118 2.0","domain":"time","cast":"somatic","action":"reaction","trigger":"A creature or object within range is hit by an attack.","range":"30 feet","targets":"the triggering creature","duration":"1 round","description":"You transpose the moment that the target would be injured to later in its timestream. Roll damage normally, but do not reduce Hit Points or apply any other effects of the attack until the spell’s duration has elapsed. When the spell ends, the target is immediately affected by the attack, taking damage and being affected by any additional effects. You can Dismiss this spell.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=498","name":"Diabolic Edict","traits":["uncommon","enchantment","sorcerer"],"type":"Focus","level":1,"legacy content":"   ","source":"Core Rulebook pg. 403 4.0","bloodline":"diabolic","cast":"verbal","action":"1","range":"30 feet","targets":"1 willing living creature","duration":"1 round","description":"You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a –1 status penalty to all its attack rolls and skill checks.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=781","name":"Dim the Light","traits":["uncommon","darkness","evocation","sorcerer"],"type":"Focus","level":1,"legacy content":"    ","source":"Advanced Player's Guide pg. 236 2.0","bloodline":"shadow","cast":"somatic","action":"reaction","trigger":"You cast a darkness or shadow spell.","description":"You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a Stealth check to Hide, and you can become hidden to a creature even if you don't have cover and aren't otherwise concealed from that creature. You cease being hidden at the end of your turn unless you move into cover or become concealed before then.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1037","name":"Dimensional Assault","traits":["uncommon","conjuration","magus","teleportation"],"type":"Focus","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 143 1.1","cast":"verbal","action":"1","range":"half your Speed","description":"You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee Strike against one creature within your reach.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=610","name":"Divine Plagues","traits":["disease","necromancy"],"type":"Focus","level":1,"legacy content":"  ","source":"Gods & Magic pg. 115 2.0","domain":"plague","cast":"somatic, verbal","action":"2","range":"15 feet","saving throw":"Fortitude","description":"Your deity sends wracking plagues. The target must attempt a Fortitude save. When you Cast the Spell, decide whether the disease inflicts the clumsy, enfeebled, or stupefied condition. \n \n **Success** The target is unaffected. \n **Failure** The target is afflicted with divine plague at stage 1. \n **Critical Failure** The target is afflicted with divine plague at stage 2. \n \n **Divine Plague** (disease) **Level** 1; **Stage 1** clumsy 1, enfeebled 1, or stupefied 1 (1 round); **Stage 2** slowed 1 and clumsy 1, enfeebled 1, or stupefied 1 (1 round); **Stage 3** clumsy 1, enfeebled 1, or stupefied 1 and the target can’t recover from the condition until they are cured (1 day)\n\n **Heightened (5th)** The divine plague disease gains the virulent trait. The condition value for the clumsy, enfeebled, or stupefied condition is 2 instead of 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=525","name":"Diviner's Sight","traits":["uncommon","concentrate","divination","fortune","wizard"],"type":"Focus","level":1,"legacy content":"     ","source":"Core Rulebook pg. 406 4.0","cast":"verbal","action":"1","range":"30 feet","targets":"1 willing living creature","duration":"until the end of your next turn","description":"You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. Alternatively, you can instead reveal the result of the die roll for one of the target's secret checks during the duration, and the spell ends. Casting it again ends any active diviner's sight you have cast, as well as any active diviner's sight on the target.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=628","name":"Draconic Barrage","traits":["evocation"],"type":"Focus","level":1,"legacy content":" ","source":"Gods & Magic pg. 119 2.0","domain":"wyrmkin","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You shape energy into one incorporeal tiny dragon (or serpentine creature) that flits around you. The specific dragon is random; roll 1d6 on the table below for each dragon evoked to determine which type of dragon you create. While the spell persists, you can command one of your dragons to spit a missile of energy at a creature within 60 feet by using a single action, which has the concentrate trait. This is a ranged Strike that uses your spell attack bonus and deals 1d6 damage plus your spellcasting ability modifier, with the damage type depending on the dragon. A dragon’s breath Strike uses and contributes to your multiple attack penalty. Once a dragon has used its breath Strike, it winks out of existence; when you have no dragons remaining, the spell ends. **Draconic Barrage** \r\n\r\n| **D6** | **Dragon** | **Breath Strike Type** |\r\n| :---: | :---: | :---: |\r\n| 1 | Copper or black | Acid |\r\n| 2 | Silver or white | Cold |\r\n| 3 | Bronze or blue | Electricity |\r\n| 4 | Brass, gold, or red | Fire |\r\n| 5 | Green | Poison |\r\n| 6 | Your choice of dragon | As the dragon |\r\n\n **Heightened (+1)** You shape 1 additional dragon, and the Strike damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=500","name":"Dragon Claws","traits":["uncommon","morph","sorcerer","transmutation"],"type":"Focus","level":1,"legacy content":"    ","source":"Core Rulebook pg. 403 4.0","bloodlines":"draconic, wyrmblessed","cast":"verbal","action":"1","duration":"1 minute","description":"Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline. **Dragon Claws** \r\n\r\n| **Dragon Type** | **Damage Type** |\r\n| :---: | :---: |\r\n| Black, brine*, or copper | Acid |\r\n| Blue, bronze, cloud*, or sky* | Electricity |\r\n| Brass, gold, magma*, red, or underworld* | Fire |\r\n| Crystal* or forest* | Piercing |\r\n| Green | Poison |\r\n| Sea* | Bludgeoning |\r\n| Silver or white | Cold |\r\n| Sovereign* | Mental |\r\n| Umbral* | Negative |\r\n * **Source** Mwangi Expanse pg. 76 \n \n Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type.\n\n **Heightened (5th)** The extra damage increases to 2d6, and the resistance increases to 10. \n **Heightened (9th)** The extra damage increases to 3d6, and the resistance increases to 15.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1900","name":"Earthworks","traits":["uncommon","concentrate","earth","focus","manipulate","wizard"],"type":"Focus","level":1,"source":"Player Core pg. 388","cast":"to","action":"1","actionMax":"3","range":"60 feet","area":"5-foot burst or more","duration":"1 minute","description":"With a ripple of earth, you raise small barriers from the ground. The ground in the area becomes difficult terrain. The spell's area is a 5-foot burst if you spent 1 action to cast it, a 10-foot burst if you spent 2 actions, or a 15-foot burst if you spent 3 actions. A creature can Interact to clear the barriers from one 5-foot square adjacent to it.\n\n **Heightened (4th)** You pull the barriers to float in the air, causing the spell to function as difficult terrain for flying creatures.","components":["to"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1062","name":"Efficient Apport","traits":["uncommon","conjuration","teleportation","wizard"],"type":"Focus","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 241 1.1","cast":"somatic","action":"1","range":"60 feet","targets":"1 unattended object of light Bulk or less","description":"Walking over to an item to pick it up is so much effort. Whether it's your spellbook, a reagent, or a glass of wine, it's simply more efficient to call it to your hand. You teleport the target into your open hand. If you don't have a hand free, it falls to the ground at your feet.\n\n **Heightened (3rd)** You can target an unattended object with a Bulk of 1 or less \n **Heightened (5th)** The range increases to 120 feet, and you can target an unattended object with a Bulk of 1 or less. \n **Heightened (7th)** The range increases to 120 feet, and you can target an unattended object with a Bulk of 2 or less.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=616","name":"Eject Soul","traits":["incapacitation","necromancy"],"type":"Focus","level":1,"legacy content":"  ","source":"Gods & Magic pg. 117 2.0","domain":"soul","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 living creature that has a soul","description":"Your touch disrupts the connection between body and soul, possibly forcing the soul out of the body altogether. The target must attempt a Fortitude save. You can allow allies to choose the degree of success instead of rolling a saving throw. \n \n **Success** The target is unaffected. \n **Failure** The target is stunned 1 as its soul briefly loses its connection to its body. \n **Critical Failure** The target’s soul exits its body for 1 round. The target’s body becomes stunned. While its body is stunned in this way, the target remains fully aware in soul form; it simply can’t consciously move its body (though the body makes basic instinctual defensive movements). The target’s soul has the incorporeal trait, is invisible, and has a fly Speed of 60 feet. It can’t attack, cast spells, or attempt any skill checks that require a physical body, and it must always maintain line of effect to its body. When the target’s body ceases being stunned, the target’s soul instantly returns to its body as the target wakes.\n\n **Heightened (+3)** If a willing ally chooses to critically fail, it can stay in soul form for 1 additional round.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1878","name":"Elemental Betrayal","traits":["uncommon","concentrate","focus","hex","witch"],"type":"Focus","level":1,"source":"Player Core pg. 385","lesson":"lesson of the elements","cast":"","action":"1","range":"30 feet","targets":"1 creature","duration":"sustained up to 1 minute","description":"Your patron uses its superior command of the elements, empowering them to undermine your foe. When you Cast this Spell, choose air, earth, metal, fire, water, or wood. The target gains weakness 2 to that trait.\n\n **Heightened (+2)** Increase the weakness by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=505","name":"Elemental Toss","traits":["uncommon","attack","evocation","sorcerer"],"type":"Focus","level":1,"legacy content":"    ","source":"Core Rulebook pg. 404 4.0","bloodline":"elemental","cast":"somatic","action":"1","range":"30 feet","targets":"1 creature","description":"With a flick of your wrist, you fling a chunk of your elemental matter at your foe. Make a spell attack roll, dealing 1d8 bludgeoning damage (or fire damage if your element is fire) on a success, and double damage on a critical success. This spell has your element's trait.\n\n **Heightened (+1)** The damage increases by 1d8.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=626","name":"Empty Inside","traits":["abjuration","mental"],"type":"Focus","level":1,"legacy content":"  ","source":"Gods & Magic pg. 119 2.0","domain":"void","cast":"verbal","action":"1","description":"You inject a sliver of the void into your mind, momentarily remaking it into a bleak and empty place. Attempt a counteract check against one emotion effect affecting you.\n\n **Heightened (5th)** You can attempt counteract checks against any number of emotion effects affecting you.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1047","name":"Evolution Surge","traits":["uncommon","morph","summoner","transmutation"],"type":"Focus","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 144 1.1","cast":"somatic, verbal","action":"2","range":"100 feet","targets":"your eidolon","duration":"1 minute","description":"You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects: \r\n * Your eidolon gains low-light vision and darkvision.\r\n * Your eidolon gains scent as an imprecise sense up to 30 feet.\r\n * Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait.\r\n * Your eidolon gains a +20-foot status bonus to its Speed.\r\n\r\n\r\n\n **Heightened (3rd)** Add the following options to the list of effects you can choose: \r\n * Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal.\r\n * Your eidolon gains a climb Speed equal to its land Speed.\r\n\r\n\r\n \n **Heightened (5th)** Add the options from the 3rd-level version and the following options to the list of effects you can choose: \r\n * Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet.\r\n * Your eidolon gains a fly Speed equal to its Speed.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1048","name":"Extend Boost","traits":["uncommon","divination","metamagic","summoner"],"type":"Focus","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 145 1.1","cast":"verbal","action":"free","description":"You focus on the intricacies of the magic binding you to your eidolon to extend the duration of your boost eidolon or reinforce eidolon spell. If your next action is to cast boost eidolon or reinforce eidolon, attempt a skill check with the skill associated with the tradition of magic you gain from your eidolon (such as Nature for a primal eidolon). The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. \n \n **Critical Success** The spell lasts 4 rounds. \n **Success** The spell lasts 3 rounds. \n **Failure** The spell lasts 1 round, but you don't spend the Focus Point for casting this spell.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1784","name":"Face in the Crowd","traits":["uncommon","cleric","focus","manipulate","visual"],"type":"Focus","level":1,"source":"Player Core pg. 372","domain":"cities","cast":"","action":"1","duration":"1 minute","description":"While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript. You gain a +2 status bonus to Deception and Stealth checks to go incognito among the crowd, and you ignore difficult terrain caused by the crowd. This counts as setting up a disguise for the Impersonate use of Deception and you add your level even if you're untrained.\n\n **Heightened (3rd)** The spell gains a range of 10 feet and can target up to 10 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=508","name":"Faerie Dust","traits":["uncommon","enchantment","mental","sorcerer"],"type":"Focus","level":1,"legacy content":"    ","source":"Core Rulebook pg. 404 4.0","bloodline":"fey","cast":"or more (somatic, verbal)","action":"1","range":"30 feet","area":"5-foot burst or more","saving throw":"Will","duration":"1 round","description":"You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting the Spell, the burst's radius increases by 5 feet. \n \n **Success** The creature is unaffected. \n **Failure** The creature can't use reactions and takes a –2 status penalty to Perception checks and Will saves. \n **Critical Failure** As failure, and the creature also takes a –1 status penalty to Perception checks and Will saves for 1 minute.\n\n **Heightened (+3)** The initial radius increases by 5 feet.","components":["more (somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1804","name":"Fire Ray","traits":["uncommon","attack","cleric","concentrate","fire","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 375","domain":"fire","cast":"","action":"2","range":"60 feet","targets":"1 creature","defense":"AC","duration":"until the end of the target's next turn","description":"A blazing band of fire arcs through the air, lighting your opponent and the ground they stand upon on fire. Make a spell attack roll against the target's AC. The ray deals 2d6 fire damage on a hit (or double damage on a critical hit). On any result other than a critical failure, the ground in the target's space catches fire, dealing 1d6 fire damage to each creature that ends its turn in one of the squares.\n\n **Heightened (+1)** The ray's initial damage increases by 2d6, and the fire damage dealt by the burning space increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1896","name":"Force Bolt","traits":["uncommon","focus","force","manipulate","wizard"],"type":"Focus","level":1,"source":"Player Core pg. 387","cast":"","action":"1","range":"30 feet","targets":"1 creature","description":"You fire an arrow-shaped bolt of force, one of the most common and reliable forms of battle magic. It automatically hits and deals 1d4+1 force damage to the target.\n\n **Heightened (+2)** The damage increases by 1d4+1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1038","name":"Force Fang","traits":["uncommon","evocation","force","magus"],"type":"Focus","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 143 1.1","cast":"somatic","action":"1","range":"varies","targets":"1 creature","description":"You briefly turn your attack into pure force to bypass your opponent's defenses. Choose a target within your reach, or within the reach of a melee weapon you're wielding. If you can use Spellstrike with a ranged weapon (with the starlit span hybrid study, for example), you can target a creature in the first range increment of your ranged weapon. For an instant, you transform your weapon or unarmed attack into a spike of pure force, replacing all its normal statistics and abilities. The force fang automatically deals 1d4+1 force damage to the target.\n\n **Heightened (+2)** The damage increases by 1d4+1.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1898","name":"Fortify Summoning","traits":["uncommon","concentrate","focus","wizard"],"type":"Focus","level":1,"source":"Player Core pg. 387","cast":"","action":"1","range":"30 feet","targets":"1 creature you summoned","description":"As you call a creature to your side, your magic transforms its body, heightening its ferocity and fortifying its resilience. The target gains a +1 status bonus to all checks and DCs (including its AC) for the duration of its summoning, up to 1 minute."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1169","name":"Frenzied Revelry","traits":["rare","cleric","emotion","enchantment","mental"],"type":"Focus","level":1,"legacy content":"     ","source":"Dark Archive pg. 142","domains":"indulgence, indulgence (apocryphal)","cast":"somatic, verbal","action":"2","area":"5-foot emanation","targets":"you and allies in the area","duration":"1 minute","description":"You recall memories of hedonistic rites to send yourself into an infectious frenzy, dancing and howling wildly to encourage your companions to join in. You and your allies gain a +1 status bonus to saving throws against mental effects while in the area. Whenever someone benefiting from this bonus critically succeeds at a saving throw against an enemy's mental effect, its revelry increases, granting it a +1 status bonus to attack rolls and damage rolls for 1 round.\n\n **Heightened (4th)** The emanation's radius is 10 feet, and the status bonus to saves is +2. \n **Heightened (7th)** The emanation's radius is 15 feet, and the status bonus to saves is +3.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=783","name":"Genie's Veil","traits":["uncommon","abjuration","sorcerer"],"type":"Focus","level":1,"legacy content":"   ","source":"Advanced Player's Guide pg. 236 2.0","bloodline":"genie","cast":"somatic","action":"reaction","trigger":"A creature within range is attacked.","range":"30 feet","targets":"1 willing creature","description":"With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become concealed against the triggering attack and until the end of the current creature's turn.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=511","name":"Glutton's Jaw","traits":["uncommon","morph","necromancy","sorcerer"],"type":"Focus","level":1,"legacy content":"    ","source":"Core Rulebook pg. 404 4.0","bloodline":"demonic","cast":"somatic, verbal","action":"1","duration":"1 minute","description":"Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.\n\n **Heightened (+2)** The temporary Hit Points increase by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1863","name":"Gravity Weapon","traits":["uncommon","focus","ranger"],"type":"Focus","level":1,"source":"Player Core pg. 383","cast":"","action":"1","duration":"1 minute","description":"You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each round, you gain a status bonus to damage equal to twice the number of weapon damage dice."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1259","name":"Guided Introspection","traits":["uncommon","abjuration"],"type":"Focus","level":1,"legacy content":"  ","source":"Pathfinder #186: Ghost King's Rage pg. 73","domain":"introspection","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 willing creature","duration":"1 minute","description":"You guide the target in examining their innermost feelings, their behaviors, and the motivations behind their actions, granting them clarity and insight. The target gains a +1 status bonus to saving throws against emotion and fear. \n \n If the target would become confused, they reduce the duration of the confused condition by 1 round, to a minimum of 1 round. If the target would become frightened or stupefied, they reduce the value of the frightened or stupefied condition by 1, to a minimum of 1. Once any of these conditions occur, the spell ends.\n\n **Heightened (+3)** The status bonus increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1103","name":"Hallowed Ground","traits":["uncommon","good","necromancy","positive"],"type":"Focus","level":1,"legacy content":"    ","source":"Book of the Dead pg. 25","cast":"somatic, verbal","action":"2","range":"60 feet","area":"10-foot burst","duration":"1 minute","description":"One small space becomes inhospitable to undead as you fill it with life-infused benevolent magic. Each undead creature in the area takes 1d6 positive damage and 1d4 good damage when you Cast the Spell, with a basic Fortitude save. After that, undead creatures have weakness 1 to positive damage and your necromancy spells while in the area. \n \n This spell also automatically attempts to counteract any attempt to raise undead in the area (if either the undead would appear in the area or the effect's caster or creator is in it). \n \nIf you Cast this Spell again, any previous hallowed ground you had cast ends.\n\n **Heightened (+2)** The positive damage increases by 1d6, good damage increases by 1d4, and weakness increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1906","name":"Hand of the Apprentice","traits":["uncommon","attack","focus","manipulate","wizard"],"type":"Focus","level":1,"source":"Player Core pg. 388","cast":"","action":"1","range":"500 feet","targets":"1 creature","defense":"AC","description":"You take advantage of one of the most fundamental lessons of magic to levitate and propel your weapon. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but add your spellcasting attribute modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1855","name":"Heal Animal","traits":["uncommon","druid","focus","healing","manipulate","vitality"],"type":"Focus","level":1,"source":"Player Core pg. 382","cast":"to","action":"1","actionMax":"2","range":"touch or 30 feet (see text)","targets":"1 willing living animal","description":"You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect. \n \n |1| The spell has a range of touch. \n |2| (concentrate) The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.\n\n **Heightened (+1)** The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8.","components":["to"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1864","name":"Heal Companion","traits":["uncommon","focus","healing","ranger","vitality"],"type":"Focus","level":1,"source":"Player Core pg. 383","cast":"or","action":"1","actionMax":"2","range":"touch or 30 feet","targets":"your animal companion","description":"You heal your animal companion's wounds. You restore 1d10 Hit Points to your animal companion. The number of actions you spend Casting this Spell determines range and other parameters. \n \n |1| (manipulate) The spell has a range of touch. \n |2| (concentrate, manipulate) The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.\n\n **Heightened (+1)** The amount of healing increases by 1d10, and the additional healing for the 2-action version increases by 8.","components":["or"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1808","name":"Healer's Blessing","traits":["uncommon","cleric","concentrate","focus"],"type":"Focus","level":1,"source":"Player Core pg. 375","domain":"healing","cast":"","action":"1","range":"30 feet","targets":"1 willing living creature","duration":"1 minute","description":"Your words bless a creature with an enhanced connection to vital energy. When the target regains Hit Points from a healing vitality spell, it regains 2 additional Hit Points. \n \n The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once, when they are first healed.\n\n **Heightened (+1)** The additional healing increases by 2 HP."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1170","name":"Hollow Heart","traits":["rare","cleric","emotion","enchantment","fear","mental"],"type":"Focus","level":1,"legacy content":"      ","source":"Dark Archive pg. 142","domains":"ambition, ambition (apocryphal)","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You stoke the target's ambition beyond reason, until it believes no one is capable of helping it, or that others aren't to be trusted. The target attempts a Will saving throw. \n \n **Critical Success** The target is unaffected. \n **Success** The target treats no other creature as an ally for 1 round. \n **Failure** The target treats no other creature as an ally for 3 rounds. \n **Critical Failure** As failure, and the target is frightened 1 as it realizes it can't rely on anyone but itself.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1798","name":"Hurtling Stone","traits":["uncommon","attack","cleric","earth","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 374","domain":"earth","cast":"","action":"1","range":"60 feet","targets":"1 creature","defense":"AC","description":"You evoke a magical stone and throw it, with divine guide to your aim. The stone deals 2d6 bludgeoning damage depending on your spell attack roll against the target's AC. \n \n **Critical Success** The target takes double damage and you can push it up to 10 feet. \n **Success** The target takes full damage and you can push it up to 5 feet.\n\n **Heightened (+1)** The stone's damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1768","name":"Hymn of Healing","traits":["uncommon","bard","composition","concentrate","focus","healing","vitality"],"type":"Focus","level":1,"source":"Player Core pg. 370","cast":"","action":"2","range":"30 feet","targets":"you or 1 ally","duration":"sustained up to 4 rounds","description":"Your glorious singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and the first time each round you Sustain the Spell, the target gains 2 temporary Hit Points, which last for 1 round.\n\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=600","name":"Hyperfocus","traits":["divination"],"type":"Focus","level":1,"legacy content":" ","source":"Gods & Magic pg. 113 2.0","domain":"delirium","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You sharpen a creature’s senses, though more distant objects become hazy, indistinct, or muted to it. The target gains a +1 status bonus to Perception checks attempted with any of its precise senses. Furthermore, any imprecise senses the target has are sharpened to precise senses (though they do not receive the status bonus). However, the target cannot perceive anything beyond a range of 20 feet with any of its senses. The duration is determined by the target’s Will save. You can allow allies to choose the outcome instead of rolling a saving throw. \n \n **Critical Success** The target is unaffected. \n **Success** The target is affected for 1 round. \n **Failure** The target is affected for 1 minute. \n **Critical Failure** As failure, but the target cannot perceive anything beyond a range of 10 feet.\n\n **Heightened (3rd)** You can target up to 2 creatures. \n **Heightened (6th)** You can target up to 4 creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1782","name":"Ignite Ambition","traits":["uncommon","cleric","concentrate","emotion","focus","mental","subtle"],"type":"Focus","level":1,"source":"Player Core pg. 372","domain":"ambition","cast":"","action":"reaction","trigger":"You or an ally in range attempt to use a mental effect to convince a creature to do something (such as a Coerce, Request, or a suggestion spell)","range":"60 feet","targets":"one creature being influenced","defense":"Will","description":"You strengthen the target's ambition, increase its resentment of its allies, and make its allegiances more susceptible to change. It must attempt a Will save. \n \n **Critical Success** The target is unaffected and realized you attempted to influence its reaction with magic. \n **Success** The target takes a –1 status penalty to its defenses against the triggering effect. This penalty is –2 if the target is being encouraged to advance its own ambitions. The target doesn't realize you Cast the Spell on it. \n **Failure** As success, but the status penalty is –4 if the target is being encouraged to advance its own ambitions. \n **Critical Failure** As success, but the creature automatically follows a suggestion that advances its own ambitions."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=755","name":"Incendiary Aura","traits":["uncommon","cursebound","evocation","fire","oracle"],"type":"Focus","level":1,"legacy content":"     ","source":"Advanced Player's Guide pg. 232 2.0","mystery":"flames","cast":"somatic, verbal","action":"2","area":"10-foot emanation","duration":"1 minute","description":"You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking 2d4 persistent fire damage.\n\n **Heightened (+2)** Increase the persistent damage by 1d4 and the radius of the emanation by 5 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=515","name":"Jealous Hex","traits":["uncommon","curse","necromancy","sorcerer"],"type":"Focus","level":1,"legacy content":"    ","source":"Core Rulebook pg. 405 4.0","bloodline":"hag","cast":"verbal","action":"1","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"up to 1 minute","description":"You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target is cursed with an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save. \n **Success** The target is unaffected. \n **Failure** The condition's value is 1. \n **Critical Failure** The condition's value is 2. \n \nAt the start of each of your turns, the target can attempt another Will save, ending the effect on a success.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=485","name":"Ki Rush","traits":["uncommon","monk","transmutation"],"type":"Focus","level":1,"legacy content":"   ","source":"Core Rulebook pg. 401 4.0","cast":"verbal","action":"1","description":"Accelerated by your ki, you move with such speed you become a blur. Move two times: two Strides, two Steps, or one Stride and one Step (in either order). You gain the concealed condition during this movement and until the start of your next turn.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=486","name":"Ki Strike","traits":["uncommon","monk","transmutation"],"type":"Focus","level":1,"legacy content":"   ","source":"Core Rulebook pg. 401 4.0","cast":"verbal","action":"1","description":"You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, spirit, vitality, or void.\n\n **Heightened (+4)** The extra damage increases by 1d6.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=614","name":"Lament","traits":["auditory","emotion","enchantment","mental"],"type":"Focus","level":1,"legacy content":"    ","source":"Gods & Magic pg. 116 2.0","domain":"sorrow","cast":"somatic, verbal","action":"2","range":"30-foot cone","targets":"1 or more creatures","saving throw":"basic Will","description":"You let out your negative emotions in a guttural wail that shakes your enemies’ hearts and deals 1d8 mental damage (basic Will save). If you have any harmful conditions imposed by emotion effects, lament deals additional mental damage equal to the counteract level of the highest-level effect.\n\n **Heightened (+1)** The damage increases by 1d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=395","name":"Lay on Hands","traits":["uncommon","champion","healing","necromancy","positive"],"type":"Focus","level":1,"legacy content":"     ","source":"Core Rulebook pg. 387 4.0","cast":"somatic","action":"1","range":"touch","targets":"1 willing living creature or 1 undead creature","description":"Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.\n\n **Heightened (+1)** The amount of healing increases by 6, and the damage to an undead target increases by 1d6.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1879","name":"Life Boost","traits":["uncommon","focus","healing","hex","manipulate","vitality","witch"],"type":"Focus","level":1,"source":"Player Core pg. 385","lesson":"lesson of life","cast":"","action":"1","range":"30 feet","targets":"1 creature","duration":"4 rounds","description":"Life force from your patron floods into the target, ensuring they can continue doing your patron's will for just a little longer. The target gains fast healing 2.\n\n **Heightened (+1)** The fast healing increases by 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=758","name":"Life Link","traits":["uncommon","cursebound","healing","necromancy","oracle","positive"],"type":"Focus","level":1,"legacy content":"      ","source":"Advanced Player's Guide pg. 232 2.0","mystery":"life","cast":"somatic","action":"1","range":"30 feet","targets":"1 creature other than you","duration":"1 minute","description":"You forge a connection of life energy between you and your target, distributing harm between both of you. When you first Cast the Spell, the target recovers 1d4 Hit Points. The first time each round that the target takes damage, reduce the damage it takes by 3 (to a minimum of 0 damage). You lose 3 Hit Points each time, or the total damage dealt, if less than 3; this damage ignores any immunities or resistances you have and can't otherwise be mitigated in any way. \n \nThe spell ends immediately if you fall unconscious. You can Dismiss the spell.\n\n **Heightened (3rd)** You can target 2 creatures other than you. Increase the initial healing to 3d4 and the maximum damage reduced and Hit Points lost to 5. \n **Heightened (6th)** You can target 3 creatures other than you. Increase the initial healing to 6d4 and the maximum damage reduced and Hit Points lost to 10. \n **Heightened (9th)** You can target 4 creatures other than you. Increase the initial healing to 9d4 and the maximum damage reduced and Hit Points lost to 15.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=842","name":"Lift Nature's Caul","traits":["uncommon","fear","illusion","visual"],"type":"Focus","level":1,"legacy content":"    ","source":"Pathfinder #165: Eyes of Empty Death pg. 65","domain":"abomination","cast":"somatic, verbal","action":"2","range":"5-foot emanation","targets":"creatures in the area","saving throw":"Will","duration":"varies","description":"With a wave of the hand, you cause the targets to see the world around them as if a gauzy film had been lifted away to expose the truth that lies below their perceived reality. Natural features they can see grow twisted and horrendous, structures appear distorted and ruined, and objects seem warped and alien. This alternate vision fades quickly, but the glimpse beyond the natural world lingers for the spell's duration. \n \n Aberrations or worshippers of Outer Gods or Great Old Ones are bolstered by this vision of warped reality and gain a +1 status bonus to Will saving throws and attack rolls for 1 minute, while all other creatures must attempt a Will saving throw. \n \n **Critical Success** The creature is unaffected and temporarily immune for 1 hour. \n **Success** The creature is sickened 1. \n **Failure** The creature is stupefied 1 for 1 minute and frightened 1. \n **Critical Failure** The creature is stupefied 1 for 1 minute and frightened 2. It can't reduce the value of its frightened condition below 1 as long as it remains stupefied by this spell.\n\n **Heightened (+2)** You increase the area by 5 feet and the duration of the stupefied condition by 1 minute.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1769","name":"Lingering Composition","traits":["uncommon","bard","concentrate","focus","spellshape"],"type":"Focus","level":1,"source":"Player Core pg. 371","cast":"","action":"free","description":"You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. \n \n **Critical Success** The composition lasts 4 rounds. \n **Success** The composition lasts 3 rounds. \n **Failure** The composition lasts 1 round, but you don't spend the Focus Point for casting this spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1770","name":"Loremaster's Etude","traits":["uncommon","bard","focus","fortune","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 371","cast":"","action":"free","trigger":"You or an ally within range attempts a skill check to Recall Knowledge","range":"30 feet","targets":"you or the triggering ally","description":"You call upon your muse's deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering Recall Knowledge skill check twice and use the higher result."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1865","name":"Magic Hide","traits":["uncommon","focus","manipulate","ranger"],"type":"Focus","level":1,"source":"Player Core pg. 383","cast":"","action":"1","range":"30 feet","targets":"your animal companion","duration":"1 minute","description":"Your animal companion grows a thicker hide, matted fur, or a harder shell, granting it a +1 status bonus to AC."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1816","name":"Magic's Vessel","traits":["uncommon","cleric","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 376","domain":"magic","cast":"","action":"1","range":"touch","targets":"1 creature","duration":"sustained up to 1 minute","description":"A creature becomes a divine receptacle for pure magical energy. The target gains a +1 status bonus to saving throws. Each time you Cast a Spell from your spell slots, you automatically Sustain this spell and grant its target resistance to damage from spells equal to the spell's rank, until the start of your next turn."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1820","name":"Moonbeam","traits":["uncommon","attack","cleric","concentrate","fire","focus","light","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 377","domain":"moon","cast":"","action":"2","range":"120 feet","targets":"1 creature","defense":"AC","description":"You shine a ray of moonlight. Make a spell attack roll. The beam of light deals 2d6 fire damage. This is silver damage for the purposes of weaknesses, resistances, and the like. \n \n **Critical Success** The beam deals double damage, and the target is dazzled for 1 minute. \n **Success** The beam deals full damage, and the target is dazzled for 1 round.\n\n **Heightened (+1)** The ray's damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1881","name":"Needle of Vengeance","traits":["uncommon","focus","hex","manipulate","mental","witch"],"type":"Focus","level":1,"source":"Player Core pg. 385","lesson":"lesson of vengeance","cast":"","action":"1","range":"30 feet","targets":"1 enemy","defense":"basic Will","duration":"sustained up to 1 minute","description":"A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a creature your patron holds in special regard. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a hostile action against the named creature, with a basic Will save.\n\n **Heightened (+1)** Increase the damage by 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=785","name":"Nymph's Token","traits":["uncommon","enchantment","sorcerer"],"type":"Focus","level":1,"legacy content":"   ","source":"Advanced Player's Guide pg. 236 2.0","bloodline":"nymph","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You grant an ally a token of favor. You create a token, such as a lock of your hair or a flower, that persists for the spell's duration; as part of Casting the Spell, you can Interact to pass the token to an ally within your reach. As long as the ally has the token on their person, they gain a +1 status bonus to Performance checks and Will saves. You can Dismiss the spell as a free action.\n\n **Heightened (4th)** As long as the ally has the token on their person, you can cast spells that have a range of touch on them at a range of 30 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=604","name":"Oathkeeper's Insignia","traits":["conjuration"],"type":"Focus","level":1,"legacy content":" ","source":"Gods & Magic pg. 114 2.0","domain":"duty","cast":"verbal","action":"free","trigger":"You make a promise or deal.","duration":"1 hour","description":"A magical indicator assures a creature that you’ve upheld your end of a bargain. When you Cast the Spell, you create a bracelet, flower, or other such trinket. If, while the spell persists, you complete the terms of the promise or deal you made, the trinket fades away with a pleasant chime; if you violate the terms instead, the trinket breaks with a dissonant crash.\n\n **Heightened (3rd)** The duration becomes 1 day. \n **Heightened (5th)** The duration becomes 1 week. \n **Heightened (7th)** The duration becomes 1 month. \n **Heightened (9th)** The duration becomes 1 year.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=624","name":"Object Memory","traits":["divination"],"type":"Focus","level":1,"legacy content":" ","source":"Gods & Magic pg. 118 2.0","domain":"vigil","cast":"somatic, verbal","action":"2","targets":"1 weapon or tool","duration":"1 minute","description":"By touching an object, you draw forth the experience of those who created and used it. If you touch a weapon, your proficiency rank with that weapon temporarily increases to trained (if it is not already higher). If you touch a tool, your proficiency rank with the next skill check you attempt with that tool (such as a Crafting check with a blacksmith’s hammer) within the spell’s duration temporarily increases to trained (if it is not already higher). This spell has no benefit for activities that take longer than a minute to complete.\n\n **Heightened (6th)** Your proficiency rank increases to expert instead of trained.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1810","name":"Overstuff","traits":["uncommon","cleric","concentrate","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 376","domain":"indulgence","cast":"","action":"2","range":"30 feet","targets":"1 living creature","defense":"Fortitude","description":"Huge amounts of food and drink fill the target. It receives a full meal's worth of nourishment and must attempt a Fortitude save. A target sickened by this spell takes a –10-foot status penalty to its Speed until it's no longer sickened. \n \n **Critical Success** The target is unaffected. \n **Success** The target is sickened 1, but if it spends an action to end the condition, it succeeds automatically. \n **Failure** The target is sickened 1. \n **Critical Failure** The target is sickened 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=602","name":"Parch","traits":["air","evocation"],"type":"Focus","level":1,"legacy content":"  ","source":"Gods & Magic pg. 114 2.0","domain":"dust","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Fortitude","description":"Dry winds dehydrate a creature. The target must attempt a Fortitude save; if used on a creature with the water trait or a creature made primarily of liquid (such as many oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to parch. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes a –1 status penalty to its checks and DCs for 1 round. \n **Failure** The target takes a –1 status penalty to its checks and DCs for 1 minute. \n **Critical Failure** The target takes a –2 status penalty to its checks and DCs for 1 minute and is dazzled as long as it has this penalty. \n \nIf a creature affected by parch drinks a liquid, such as a swig of water or a potion, the spell ends. Affected creatures that have the water trait or are made primarily of liquid, as well as affected creatures that can’t drink, can end the effect as a two-action activity, which has the concentrate trait.\n\n **Heightened (4th)** You can target up to 4 creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1882","name":"Patron's Puppet","traits":["uncommon","focus","hex","witch"],"type":"Focus","level":1,"source":"Player Core pg. 385","cast":"","action":"free","trigger":"Your turn begins","description":"At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1830","name":"Perfected Mind","traits":["uncommon","cleric","concentrate","focus"],"type":"Focus","level":1,"source":"Player Core pg. 378","domain":"perfection","cast":"","action":"1","description":"You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one mental effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the mental effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1884","name":"Phase Familiar","traits":["uncommon","focus","hex","manipulate","witch"],"type":"Focus","level":1,"source":"Player Core pg. 385","cast":"","action":"reaction","trigger":"Your familiar would take damage","range":"60 feet","targets":"your familiar","description":"Your patron momentarily recalls your familiar to the ether, shifting it from its solid, physical form into a ghostly version of itself. Against the triggering damage, your familiar gains resistance 5 to all damage and is immune to precision damage.\n\n **Heightened (+1)** Increase the resistance by 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=533","name":"Physical Boost","traits":["uncommon","transmutation","wizard"],"type":"Focus","level":1,"legacy content":"   ","source":"Core Rulebook pg. 407 4.0","cast":"verbal","action":"1","range":"touch","targets":"1 living creature","duration":"until the end of the target's next turn","description":"You temporarily improve the target's physique. The target gains a +2 status bonus to the next Acrobatics check, Athletics check, Fortitude save, or Reflex save it attempts.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1346","name":"Practice Makes Perfect","traits":["uncommon","focus","manipulate"],"type":"Focus","level":1,"source":"Rage of Elements pg. 97, Pathfinder #148: Fires of the Haunted City pg. 65","domain":"toil","cast":"","action":"reaction","trigger":"You or an ally within range fails a skill check for a skill in which you or they are trained.","range":"30 feet","targets":"the triggering creature","description":"The target gains a +2 status bonus to the triggering check, or a +3 bonus if the target has master or better proficiency in the skill. This bonus can change the outcome of the target's check."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1894","name":"Protective Wards","traits":["uncommon","aura","focus","manipulate","wizard"],"type":"Focus","level":1,"source":"Player Core pg. 387","cast":"","action":"1","area":"5-foot emanation centered on you","duration":"sustained up to 1 minute","description":"You expand a ring of glyphs that shields your allies. You and any allies in the area gain a +1 status bonus to AC. Each time you Sustain the spell, the emanation's radius increases by 5 feet, to a maximum of 30 feet."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1832","name":"Protector's Sacrifice","traits":["uncommon","cleric","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 378","domain":"protection","cast":"","action":"reaction","trigger":"An ally within 30 feet takes damage","range":"30 feet","description":"You protect your ally by suffering in their stead. Reduce the damage the ally would take by 3. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply \n \n You aren't subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects even if you redirect all of the triggering damage to yourself.\n\n **Heightened (+1)** The damage you redirect increases by 3."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1780","name":"Pushing Gust","traits":["uncommon","air","cleric","concentrate","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 372","domain":"air","cast":"","action":"2","range":"500 feet","targets":"1 creature","defense":"Fortitude","description":"Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is pushed 5 feet away from you. \n **Failure** The target is pushed 10 feet away from you. \n **Critical Failure** The target is pushed 10 feet away from you and knocked prone."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1802","name":"Read Fate","traits":["uncommon","cleric","concentrate","focus","manipulate","prediction"],"type":"Focus","level":1,"source":"Player Core pg. 375","domain":"fate","cast":"","action":"2","range":"30 feet","targets":"1 creature other than you","description":"You attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring. \n \n You learn a single enigmatic word connected to the creature's fate in that time frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature's fate is too uncertain, or on a failed flat check, the spell yields the word “inconclusive.” Either way, the creature is then temporarily immune for 24 hours."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=606","name":"Redact","traits":["transmutation"],"type":"Focus","level":1,"legacy content":" ","source":"Gods & Magic pg. 114 2.0","domain":"glyph","cast":"material, somatic","action":"2","range":"30 feet","targets":"unattended written materials of up to 1 Bulk or less","duration":"1 day","description":"You strike mention of a specific name from one or more documents. When you cast the spell, give one proper name, be it a creature, location, or object. Any mention of that name within the document becomes blurred, smudged, or otherwise completely illegible. Epithets and unambiguous references to the name are redacted as well; for instance, redacting the name of the goddess Sarenrae from a book would also remove references to her title “the Dawnflower.”\n\n **Heightened (3rd)** Instead of striking out a given name, you can replace it with a different name you choose. Epithets and references are substituted with similar ones relating to the replacement name. Anyone reading the text can attempt a Perception or Society check against your spell DC to notice the altered text, though that doesn’t tell them what the original said. \n **Heightened (4th)** At your choice, the duration is unlimited.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=850","name":"Rejuvenating Flames","traits":["uncommon","fire","healing","necromancy","sorcerer"],"type":"Focus","level":1,"legacy content":"     ","source":"Pathfinder #168: King of the Mountain pg. 74","bloodline":"phoenix","cast":"somatic, verbal","action":"2","area":"15-foot cone","saving throw":"basic Reflex","description":"You create a gout of flame that both heals and burns. You restore 1d4 HP to all allies in the area, and those allies gain a +1 status bonus to Fortitude saves for 1 minute. Enemies in the area take 1d4 fire damage with a basic Reflex save.\n\n **Heightened (+1)** You restore an additional 1d4 HP to your allies and deal an additional 1d4 fire damage to enemies.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1310","name":"Rising Surf","traits":["uncommon","focus","manipulate","move","water"],"type":"Focus","level":1,"source":"Rage of Elements pg. 61, Secrets of Magic pg. 201 1.1","cast":"","action":"1","range":"30 feet","description":"You create a wave of water that you ride, banking around obstacles and surfing to higher ground. You move up to 35 feet, raising yourself up to 5 feet above the ground. (You can avoid many types of difficult terrain in this way.) You must end your movement on an unoccupied space where you have solid footing. This movement isn't a Stride, but you measure the distance in a similar way, and it still triggers reactions caused by movement. You can't transport anyone else with you.\n\n **Heightened (+2)** Increase the distance you move by 5 feet and the maximum height traveled above the ground by 5 feet."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1826","name":"Savor the Sting","traits":["uncommon","cleric","focus","manipulate","mental","nonlethal"],"type":"Focus","level":1,"source":"Player Core pg. 378","domain":"pain","cast":"","action":"1","range":"touch","targets":"1 creature","defense":"Will","description":"You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the target is taking persistent damage from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage and no persistent damage. \n **Failure** The target takes full initial and persistent damage. \n **Critical Failure** The target takes double initial and persistent damage.\n\n **Heightened (+1)** The initial damage increases by 1d4 and the persistent damage increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1812","name":"Scholarly Recollection","traits":["uncommon","cleric","focus","fortune"],"type":"Focus","level":1,"source":"Player Core pg. 376","domain":"knowledge","cast":"","action":"reaction","trigger":"You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you’re trained in","description":"Speaking a short prayer as you gather your thoughts, you're blessed to find yourself pointed in the right direction. The GM rolls the triggering check twice and uses the better result."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1904","name":"Scramble Body","traits":["uncommon","concentrate","focus","manipulate","wizard"],"type":"Focus","level":1,"source":"Player Core pg. 388","cast":"","action":"2","range":"30 feet","targets":"1 living creature","defense":"Fortitude","description":"Your magic throws the creature's biology into disarray, inducing nausea, fever, and other unpleasant conditions. \n \n **Success** The target is unaffected. \n **Failure** The target becomes sickened 1. \n **Critical Failure** The target becomes sickened 2 and slowed 1 as long as it's sickened."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=786","name":"Sepulchral Mask","traits":["uncommon","divination","emotion","mental","sorcerer","visual"],"type":"Focus","level":1,"legacy content":"      ","source":"Advanced Player's Guide pg. 236 2.0","bloodline":"psychopomp","cast":"somatic, verbal","action":"2","area":"5-foot emanation","targets":"enemies in the area","saving throw":"Will","duration":"1 minute","description":"You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against emotion effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you Cast the Spell or that starts its turn in the area takes 1d4 mental damage and must attempt a Will save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and takes a –1 status penalty to Will saves against emotion effects for 1 round. \n **Critical Failure** The creature takes double damage and a –1 status penalty to Will saves against emotion effects for 1 minute.\n\n **Heightened (+2)** Increase the mental damage by 2d4 and the emanation's radius by 5 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1380","name":"Serrate","traits":["uncommon","focus","manipulate","metal"],"type":"Focus","level":1,"source":"Rage of Elements pg. 145","domain":"metal","cast":"","action":"1","range":"touch","targets":"1 metal weapon","description":"With a pinch, the metal of a weapon twists, adding numerous jagged blades along its surface. Strikes with the target weapon deal an additional 1d4 slashing damage until the start of your next turn.\n\n **Heightened (+2)** The extra damage increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=612","name":"Share Burden","traits":["abjuration","mental"],"type":"Focus","level":1,"legacy content":"  ","source":"Gods & Magic pg. 116 2.0","domain":"repose","cast":"somatic","action":"reaction","trigger":"An ally within 30 feet is about to attempt a saving throw against a harmful emotion effect, and you would not otherwise have to save against the effect.","targets":"you and the triggering ally.","description":"You shoulder some of your ally’s pain. Both you and your ally use the outcome one degree of success better than the result of your ally’s saving throw, even if the triggering effect usually affects only one target.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1041","name":"Shielding Strike","traits":["uncommon","abjuration","magus"],"type":"Focus","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 143 1.1","cast":"verbal","action":"1","description":"As you attack a foe, warding magic transforms your momentum into action and lifts your shield. Make a melee Strike. You can then either Raise your Shield if you're wielding one or cast shield if you have the spell.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1042","name":"Shooting Star","traits":["uncommon","divination","magus"],"type":"Focus","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 143 1.1","cast":"verbal","action":"1","requirements":"You're wielding a ranged weapon or a thrown weapon.","description":"You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=776","name":"Snare Hopping","traits":["uncommon","conjuration","ranger","teleportation"],"type":"Focus","level":1,"legacy content":"    ","source":"Advanced Player's Guide pg. 235 2.0","cast":"somatic, verbal","action":"2","range":"10 feet","targets":"one snare you built","description":"You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range.\n\n **Heightened (+1)** The range of the spell increases by 10 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1800","name":"Soothing Words","traits":["uncommon","cleric","concentrate","emotion","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 374","domain":"family","cast":"","action":"1","range":"30 feet","targets":"1 ally","duration":"1 minute","description":"You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects. \n \n In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.\n\n **Heightened (5th)** The bonus to saves increases to +2, or +3 against emotion effects."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=760","name":"Soul Siphon","traits":["uncommon","cursebound","necromancy","negative","oracle"],"type":"Focus","level":1,"legacy content":"     ","source":"Advanced Player's Guide pg. 233 2.0","mystery":"bones","cast":"somatic","action":"1","range":"30 feet","targets":"1 living creature","saving throw":"Fortitude","description":"You siphon off a portion of the target's soul to bolster your own vitality. The target must attempt a Fortitude save or take 1d4 negative damage. You gain temporary Hit Points equal to the total amount of HP the target loses, including the HP lost from becoming drained. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and becomes drained 1. \n **Critical Failure** The creature takes double damage and becomes drained 2.\n\n **Heightened (+1)** Increase the damage by 1d4.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1043","name":"Spinning Staff","traits":["uncommon","evocation","magus"],"type":"Focus","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 144 1.1","cast":"verbal","action":"1","requirements":"You're wielding a staff.","description":"You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next Spellstrike. Make a melee Strike with your staff against one foe and then a second melee Strike with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=835","name":"Split the Tongue","traits":["uncommon","transmutation"],"type":"Focus","level":1,"legacy content":"  ","source":"Pathfinder #161: Belly of the Black Whale pg. 75","domain":"naga","cast":"somatic","action":"reaction","trigger":"A creature within 30 feet fails a Deception or Diplomacy check.","saving throw":"Fortitude","description":"The deceiving creature's tongue splits like a serpent's tongue. The creature takes 1d8 slashing damage and must attempt a Fortitude save.\n \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is stupefied 1 for 1d4 rounds. \n **Critical Failure** As failure, but the creature takes double damage and is stupefied 2 for 1d4 rounds.\n\n **Heightened (+1)** The damage increases by 1d8.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=761","name":"Spray of Stars","traits":["uncommon","cursebound","evocation","fire","light","oracle"],"type":"Focus","level":1,"legacy content":"      ","source":"Advanced Player's Guide pg. 233 2.0","mystery":"cosmos","cast":"somatic, verbal","action":"2","area":"15-foot cone","saving throw":"Reflex","description":"You fling a spray of tiny shooting stars, dealing 1d4 fire damage. Each creature in the area must attempt a Reflex save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and is dazzled for 1 round. \n **Failure** The creature takes full damage and is dazzled for 3 rounds. \n **Critical Failure** The creature takes double damage and is dazzled for 1 minute.\n\n **Heightened (+1)** Increase the damage by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1175","name":"String of Fate","traits":["rare","abjuration","cleric","fortune"],"type":"Focus","level":1,"legacy content":"    ","source":"Dark Archive pg. 143","domains":"fate, fate (apocryphal)","cast":"somatic","action":"1","range":"60 feet","targets":"you and 1 ally","duration":"sustained up to 1 minute","description":"You bond yourself to a cherished friend, vowing to share their fate for good or for ill. Whenever an effect would require both you and the target to attempt a saving throw, if one of you succeeds at your saving throw and the other critically fails, you can choose to both fail instead. You and the ally must agree to fail; otherwise, use your normal save results instead.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=854","name":"Stumbling Curse","traits":["uncommon","curse","hex","transmutation","witch"],"type":"Focus","level":1,"legacy content":"     ","source":"Pathfinder #169: Kindled Magic pg. 75","lesson":"lesson of calamity","cast":"somatic","action":"1","range":"60 feet","targets":"1 creature","saving throw":"Reflex","duration":"sustained up to 1 minute","description":"With a twist of a finger, you send a creature careening on a haphazard trajectory. The target must attempt a Reflex save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes a –2 status penalty to Athletics and Acrobatics checks. \n **Failure** As success, and each time the target Strides, it uses the first 5 feet of movement of the Stride to move 5 feet in a random direction (this is forced movement). This has no effect on a creature with only 5 feet of movement. \n **Critical Failure** As failure, except you control the direction of the target's first 5 feet of movement of the Stride.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1840","name":"Sudden Shift","traits":["uncommon","cleric","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 379","domain":"trickery","cast":"","action":"reaction","trigger":"An enemy misses you with a melee attack","duration":"until the end of your next turn","description":"You swiftly move from a dangerous spot and veil yourself. You Step and become concealed."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=620","name":"Swarmsense","traits":["divination"],"type":"Focus","level":1,"legacy content":" ","source":"Gods & Magic pg. 117 2.0","domain":"swarm","cast":"1 minute (somatic, verbal)","duration":"sustained","description":"You extend your senses through a multitude of crawling and flying creatures. You create a crawling swarm in your square. You can hear through the swarm as if using your normal auditory senses. The first time you Sustain the Spell each round, you can move the swarm 10 feet along the ground in any direction. The swarm has AC 15 and a +0 bonus to its saves. Any damage dealt to the swarm destroys it and ends the spell.\n\n **Heightened (3rd)** The swarm has the benefits of spider climb. \n **Heightened (5th)** The swarm has a fly Speed of 10 feet. You can see through the swarm using your visual senses. \n **Heightened (7th)** The swarm gains a 10-foot status bonus to its Speeds.","components":["1 minute (somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1796","name":"Sweet Dreams","traits":["uncommon","auditory","cleric","concentrate","focus","linguistic","manipulate","mental","sleep"],"type":"Focus","level":1,"source":"Player Core pg. 374","domain":"dreams","cast":"","action":"2","range":"30 feet","targets":"1 willing creature","duration":"1 hour","description":"With soothing words, you lull the target into an enchanting dream. When you Cast the Spell, the target falls unconscious if it wasn't already. While unconscious, it experiences a dream of your choice, though lucidly enough it can wake when it pleases. If it wakes up before 1 minute of sleep has passed, the spell ends. \r\n * **Dream of Insight** +1 status bonus to Intelligence-based skill checks\r\n * **Dream of Glamor** +1 status bonus to Charisma-based skill checks\r\n * **Dream of Voyaging** +5-foot status bonus to Speed.\r\n\r\n\r\n If you Cast this Spell again, any previous sweet dream you cast ends.\n\n **Heightened (4th)** The bonus for a dream of insight or glamor is +2. \n **Heightened (7th)** The bonus for a dream of insight or glamor is +3."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1860","name":"Tempest Surge","traits":["uncommon","air","concentrate","druid","electricity","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 382","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"basic Reflex","description":"You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals 1d12 electricity damage to the target with a basic Reflex save. On a failure, the target also is clumsy 2 for 1 round.\n\n **Heightened (+1)** The initial damage increases by 1d12."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=763","name":"Tempest Touch","traits":["uncommon","cold","cursebound","evocation","oracle","water"],"type":"Focus","level":1,"legacy content":"      ","source":"Advanced Player's Guide pg. 233 2.0","mystery":"tempest","cast":"somatic","action":"1","range":"touch","targets":"1 creature","saving throw":"Fortitude","description":"Your touch calls forth a churning mass of icy water that clings to your target, dealing 1d4 bludgeoning damage and 1d4 cold damage. The target must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage and a –5-foot circumstance penalty to its Speeds until the end of your next turn. \n **Failure** The target takes full damage and a –10-foot circumstance penalty to its Speeds until the end of your next turn. \n **Critical Failure** As failure, but the target takes double damage.\n\n **Heightened (+1)** The bludgeoning and cold damage each increase by 1d4.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1195","name":"Temporal Distortion","traits":["uncommon","cursebound","oracle","transmutation"],"type":"Focus","level":1,"legacy content":"    ","source":"Dark Archive pg. 189","mystery":"time","cast":"somatic, verbal","action":"1","range":"30 feet","targets":"1 creature","saving throw":"Will","description":"You share some of your own temporal distortions with a foe, altering their mind and body unpredictably as they're thrown backward or forward in time. Roll 1d4. On a 1, the foe becomes clumsy; on a 2, it becomes enfeebled; on a 3, it becomes stupefied; and on a 4, you choose which condition applies. \n \n **Success** The creature is unaffected. \n **Failure** The creature is either clumsy 1, enfeebled 1, or stupefied 1 for 4 rounds, depending on the result of the d4. \n **Critical Failure** As failure, but the time warp is stronger, increasing the condition's effects but making it run its course faster. The condition's value is 3, and the condition lasts for 2 rounds.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=517","name":"Tentacular Limbs","traits":["uncommon","morph","sorcerer","transmutation"],"type":"Focus","level":1,"legacy content":"    ","source":"Core Rulebook pg. 405 4.0","bloodline":"aberrant","cast":"somatic","action":"1","duration":"1 minute","description":"Your arms turn into long, pliable tentacles, increasing your reach when you're delivering touch range spells and making unarmed Strikes with your arms (such as fist and claw Strikes) to 10 feet. This doesn't change the reach of your melee weapon attacks. During the duration, whenever you Cast a Spell, you can add an additional action to that spell's casting to temporarily extend your reach to 20 feet to deliver that spell.\n\n **Heightened (+2)** When you add an additional action to a spell to temporarily extend your reach, your reach increases by an additional 10 feet to deliver that spell.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1044","name":"Thunderous Strike","traits":["uncommon","evocation","magus","sonic"],"type":"Focus","level":1,"legacy content":"    ","source":"Secrets of Magic pg. 144 1.1","cast":"verbal","action":"1","requirements":"You're wielding a melee weapon in two hands.","description":"You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee Strike with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked prone. The target of your Strike must be within the cone or the effect fails.\n\n **Heightened (+1)** The damage increases by 1.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1848","name":"Tidal Surge","traits":["uncommon","cleric","focus","manipulate","water"],"type":"Focus","level":1,"source":"Player Core pg. 381","domain":"water","cast":"","action":"1","range":"60 feet","targets":"1 creature","description":"You call forth a tremendous wave to move the target either in a body of water or on the ground. You move the target up to 10 feet in any direction along the ground or 20 feet through a body of water. An unwilling target can attempt a Fortitude save, and it avoids being moved if it succeeds."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=819","name":"Touch of Corruption","traits":["uncommon","champion","necromancy","negative"],"type":"Focus","level":1,"legacy content":"    ","source":"Advanced Player's Guide pg. 229 2.0, Gamemastery Guide pg. 247","cast":"somatic","action":"1","range":"touch","targets":"1 willing undead creature or 1 living creature","description":"You infuse the target with negative energy. If the target is living, this deals 1d6 negative damage (basic Fortitude save); on a failed save, the target also takes a –2 status penalty to AC for 1 round. \n \n If the target is a willing undead creature, the target instead regains 6 Hit Points, and if you are the undead target, you also gain a +2 status bonus to damage rolls for 1 round.\n\n **Heightened (+1)** Increase the damage dealt to a living creature by 1d6 or increase the Hit Points regained by undead by 6.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1844","name":"Touch of Obedience","traits":["uncommon","cleric","focus","manipulate","mental"],"type":"Focus","level":1,"source":"Player Core pg. 380","domain":"tyranny","cast":"","action":"1","range":"touch","targets":"1 living creature","defense":"Will","duration":"varies","description":"Your imperious touch erodes the target's willpower, making it easier to control. The target attempts a Will save. Regardless of the result, it's then temporarily immune for 1 hour. \n \n **Critical Success** The target is unaffected. \n **Success** The target is stupefied 1 until the end of your next turn. \n **Failure** The target is stupefied 2 until the end of your next turn. \n **Critical Failure** The target is stupefied 2 for 1 minute and is forced to its knees, becoming prone."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1846","name":"Touch of Undeath","traits":["uncommon","cleric","focus","manipulate","void"],"type":"Focus","level":1,"source":"Player Core pg. 380","domain":"undeath","cast":"","action":"1","range":"touch","targets":"1 living creature","defense":"Fortitude","duration":"varies","description":"You attack the target's life force with undeath, dealing 1d6 void damage. The target must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes full damage, and vitality effects heal it only half as much as normal for 1 round. \n **Critical Failure** The target takes double damage, and vitality effects heal it only half as much as normal for 1 minute.\n\n **Heightened (+1)** The damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=518","name":"Undeath's Blessing","traits":["uncommon","necromancy","negative","sorcerer"],"type":"Focus","level":1,"legacy content":"    ","source":"Core Rulebook pg. 405 4.0","bloodline":"undead","cast":"somatic","action":"1","range":"touch","targets":"1 living creature touched","saving throw":"Will","duration":"1 minute","description":"You instill within a creature the touch of the grave. For the duration, harm and heal spells treat the creature as undead. In addition, harm spells gain a +2 status bonus to the Hit Points restored to the target. \n \n If the target wishes to avoid the spell, it can attempt a Will save to reduce the effects. \n \n **Critical Success** The target is unaffected. \n **Success** The target heals half as much from heal and takes half as much damage from harm for 1 round. \n **Failure** Effects as described in the text.\n\n **Heightened (+1)** The status bonus to the Hit Points restored increases by 2.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1051","name":"Unfetter Eidolon","traits":["uncommon","abjuration","summoner"],"type":"Focus","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 145 1.1","cast":"somatic, verbal","action":"2","range":"100 feet","targets":"your eidolon","duration":"1 minute","description":"You loosen the link between yourself and your eidolon, allowing it to travel farther from you for a short period of time. While the spell is active, your eidolon can travel an unlimited distance away from you. When the spell ends, if your eidolon is more than 100 feet away from you, it unmanifests.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1806","name":"Unimpeded Stride","traits":["uncommon","cleric","focus","manipulate"],"type":"Focus","level":1,"source":"Player Core pg. 375","domain":"freedom","cast":"","action":"1","description":"Divine grace ensure that nothing can keep you prisoner or hold you back. You immediately escape from every magical effect that has you immobilized or grabbed unless the effect is of a higher rank than your unimpeded stride spell. You then Stride. During this movement, you ignore difficult terrain and any circumstance or status penalties to your Speed."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1297","name":"Unraveling Blast","traits":["uncommon","divination","sorcerer"],"type":"Focus","level":1,"legacy content":"   ","source":"Stolen Fate Player's Guide pg. 15","bloodline":"harrow","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","description":"You unleash a small blast of potential that destroys one of a creature's possible futures, leaving them reeling. You deal 2d4 mental damage to the creature, and it must attempt a Will save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half the mental damage. \n **Failure** The creature takes full damage and is flat-footed until the start of its turn. \n **Critical Failure** The creature takes double damage, becomes stunned 1, and is flat-footed until the start of your next turn.\n\n **Heightened (+1)** The damage increases by 3d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1861","name":"Untamed Form","traits":["uncommon","concentrate","druid","focus","manipulate","polymorph"],"type":"Focus","level":1,"source":"Player Core pg. 382","cast":"","action":"2","duration":"varies","description":"You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls.\n\n **Heightened (2nd)** You can transform into shapes listed in animal form."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1862","name":"Untamed Shift","traits":["uncommon","concentrate","druid","focus","manipulate","morph"],"type":"Focus","level":1,"source":"Player Core pg. 383","cast":"to","action":"1","actionMax":"2","duration":"1 minute","description":"You transform just a part of your body. Choose any one effect that matches an untamed order feat you have. \r\n * **Untamed Form** Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they're transformed by this spell, but you must have a hand free to attack with it.\r\n * **Insect Shape** Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage.\r\n * **Elemental Shape** You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.\r\n * **Plant Shape** Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).\r\n * **Soaring Shape** You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet.\r\n\r\n\r\n\n **Heightened (6th)** You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit. \n **Heightened (10th)** You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit.","components":["to"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1304","name":"Updraft","traits":["uncommon","air","concentrate","focus","manipulate"],"type":"Focus","level":1,"source":"Rage of Elements pg. 60, Secrets of Magic pg. 201 1.1","cast":"","action":"2","range":"60 feet","targets":"1 creature","defense":"basic Reflex","description":"A powerful blast of wind erupts from the ground, launching the target into the air and sending it crashing back down. The collision deals 2d6 bludgeoning damage with a basic Reflex save. On a failure, the target is knocked prone.\n\n **Heightened (+1)** Increase the damage by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1786","name":"Veil of Confidence","traits":["uncommon","cleric","concentrate","focus","mental"],"type":"Focus","level":1,"source":"Player Core pg. 373","domain":"confidence","cast":"","action":"1","duration":"1 minute","description":"You surround yourself in confidence. You reduce your current frightened condition by 1, and whenever you would become frightened during the duration, reduce the amount by 1. If you critically fail a save against a fear effect, veil of confidence reduces your frightened value from that effect, and then ends."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1886","name":"Veil of Dreams","traits":["uncommon","focus","hex","manipulate","mental","witch"],"type":"Focus","level":1,"source":"Player Core pg. 386","lesson":"lesson of dreams","cast":"","action":"1","range":"30 feet","targets":"1 creature","defense":"Will","duration":"sustained up to 1 minute","description":"Your patron draws the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes a –1 status penalty to Perception, attack rolls, and Will saves. This penalty increases to –2 for Will saves against sleep effects. \n **Failure** As success, and any time the target uses a concentrate action, it must succeed at a DC 5 flat check or the action is disrupted."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1822","name":"Vibrant Thorns","traits":["uncommon","cleric","focus","manipulate","morph","plant","wood"],"type":"Focus","level":1,"source":"Player Core pg. 377","domain":"nature","cast":"","action":"1","duration":"1 minute","description":"Your body sprouts brambly thorns that thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a vitality spell, the thorns' damage increases to 1d6 until the start of your next turn.\n\n **Heightened (+1)** The damage increases by 1, or 1d6 after you cast a vitality spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1176","name":"Victory Cry","traits":["rare","cleric","evocation","sonic"],"type":"Focus","level":1,"legacy content":"    ","source":"Dark Archive pg. 143","domains":"might, might (apocryphal)","cast":"verbal","action":"reaction","trigger":"An ally within range critically succeeds at a melee Strike","range":"30 feet","targets":"the triggering ally","description":"Your true might comes from your bonds with your allies, and you glory in their achievements. The weapon used to make the Strike deals an additional 1d6 sonic damage (not doubled due to the critical hit), and the ally can immediately attempt to Shove the creature struck, even if the ally's hands are full. Your ally can use its item bonus to the triggering attack roll on the Athletics check, if any, and it gains a +1 status bonus to the Athletics check if the triggering Strike was with a weapon that has the trip trait or an unarmed attack that has the trip trait.\n\n **Heightened (+2)** The sonic damage increases by 1d6.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1824","name":"Waking Nightmare","traits":["uncommon","cleric","concentrate","emotion","fear","focus","manipulate","mental"],"type":"Focus","level":1,"source":"Player Core pg. 377","domain":"nightmares","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"You fill the creature's mind with a terrifying vision. The target must attempt a Will save. A creature frightened by this spell takes 1 additional mental damage each time it's hit by a Strike. \n \n **Critical Success** The target is unaffected. \n **Success** The target is frightened 1. \n **Failure** The target is frightened 2. If it's asleep, it wakes up and is paralyzed for 1 round. \n **Critical Failure** As failure, but frightened 3.\n\n **Heightened (+1)** The mental damage increases by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=537","name":"Warped Terrain","traits":["uncommon","illusion","visual","wizard"],"type":"Focus","level":1,"legacy content":"    ","source":"Core Rulebook pg. 407 4.0","cast":"to somatic, verbal","action":"1","actionMax":"3","range":"60 feet","area":"5-foot burst or more","duration":"1 minute","description":"You create illusory hazards that cover all surfaces in the area (typically the ground). Any creature moving through the illusion treats the squares as difficult terrain. A creature can attempt to disbelieve the effect as normal after using a Seek action or otherwise spending actions interacting with the illusion. If it successfully disbelieves, it ignores the effect for the remaining duration. For each additional action you use casting the spell, the burst's radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions.\n\n **Heightened (4th)** You can make the illusion appear in the air rather than on a surface, causing it to function as difficult terrain for flying creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1852","name":"Weapon Surge","traits":["uncommon","cleric","focus","manipulate","sanctified"],"type":"Focus","level":1,"source":"Player Core pg. 381","domain":"zeal","cast":"","action":"1","range":"touch","targets":"1 weapon you're wielding","duration":"until the start of your next turn","description":"Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll, the weapon deals an additional 1d6 spirit damage, and the Strike gains the sanctified trait. Weapon surge ends once you complete this Strike or the weapon leaves your possession.\n\n **Heightened (5th)** The attack deals 2d6 additional spirit damage. \n **Heightened (9th)** The attack deals 3d6 additional spirit damage."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1834","name":"Whispering Quiet","traits":["uncommon","cleric","focus","manipulate","sonic"],"type":"Focus","level":1,"source":"Player Core pg. 379","domain":"secrecy","cast":"","action":"2","range":"60 feet","area":"15-foot burst","duration":"1 minute","description":"You suppress sound in an area, preventing anyone from giving away valuable secrets. This doesn't prevent those in the area from talking or Casting a Spell, but no creature more than 5 feet away can hear its voice without succeeding at a Perception check against your spell DC, which might interfere with auditory or linguistic effects as well as communication. Other sounds created in the area are muffled to a similar volume unless that sound is created by an effect with the sonic trait."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1308","name":"Wildfire","traits":["uncommon","concentrate","fire","focus","manipulate"],"type":"Focus","level":1,"source":"Rage of Elements pg. 61, Secrets of Magic pg. 201 1.1","cast":"","action":"2","range":"30 feet","area":"10-foot burst","defense":"Reflex","duration":"sustained up to 1 minute","description":"A thin layer of ash and flame covers the ground in the area. The area becomes hazardous terrain. A creature that moves on the ground through the area takes 1 fire damage for every square of that area it moves into. A creature that ends its turn in the area must succeed at a Reflex save or take 1 persistent fire damage. \n \n Each time you Sustain this spell, the radius of the burst increases by 5 feet.\n\n **Heightened (+2)** Increase the damage and persistent damage by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=596","name":"Winter Bolt","traits":["attack","cold","evocation"],"type":"Focus","level":1,"legacy content":"   ","source":"Gods & Magic pg. 112 2.0","domain":"cold","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","description":"You fling a hollow icicle filled with winter’s wrath. Make a spell attack against a target within range. The bolt deals 1d8 piercing damage and lodges in the target. At the end of the target’s next turn, the bolt shatters, releasing a whirl of snow and ice that deals 1d12 cold damage to the target and all adjacent creatures. The bolt can be removed with an Interact action, which causes it to melt harmlessly without detonating. \n \n **Critical Success** The initial bolt deals full damage and is especially well anchored, taking 2 Interact actions to remove. The bolt’s explosion deals double damage. \n **Success** The bolt and its explosion deal full damage.\n\n **Heightened (+1)** The initial damage increases by 1d8 and the secondary damage increases by 1d12.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=598","name":"Withering Grasp","traits":["necromancy","negative"],"type":"Focus","level":1,"legacy content":"  ","source":"Gods & Magic pg. 113 2.0 \nPFS Note The Targets entry for withering grasp should be “1 creature or unattended object”, not “1 creature or object.” When used on an unattended object, the object takes persistent damage on your next turn.","domain":"decay","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature or object","description":"Your touch rots organic material and decays objects. Make a melee spell attack roll. Your touch deals 1d12 negative damage plus 1d4 persistent negative damage. If a creature uses an item to block withering grasp, such as with the Shield Block reaction, the item is automatically affected, but the creature does not take damage (even if there is damage left over after the shield’s Hardness). Unlike normal negative damage, the negative damage from withering grasp damages objects, constructs, and the like by eroding them away. \n \n **Critical Success** Your touch deals double damage (both initial and persistent). If you target an object, lower its Hardness by 4 for 1 minute. \n **Success** Your touch deals full damage. If you target an object, lower its Hardness by 2 for 1 minute.\n\n **Heightened (+1)** The damage increases by 1d12 and the persistent damage increases by 1. If you target an object, lower its Hardness by an additional 1 point on both a success and a critical success.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1842","name":"Word of Truth","traits":["uncommon","cleric","concentrate","focus"],"type":"Focus","level":1,"source":"Player Core pg. 380","domain":"truth","cast":"","action":"1","duration":"sustained up to 1 minute","description":"You speak a statement that you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. The statement must be 25 words or fewer. A symbol of your deity glows above your head and lasts for the spell's duration, and anyone who sees you and hears you speak knows instinctively that you believe what you say is true. This assurance of honesty grants you a +2 status bonus to Diplomacy checks as long as the symbol persists. You can Dismiss the spell, and if you say something that you don't believe is entirely true, the spell ends before you complete your statement."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=618","name":"Zenith Star","traits":["divination","light"],"type":"Focus","level":1,"legacy content":"  ","source":"Gods & Magic pg. 117 2.0","domain":"star","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Fortitude","duration":"1 day","description":"You call a tiny star to orbit a creature in a sparkling halo before shooting up into the heavens, where it marks the creature’s rough location. The target must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is dazzled for 1 round. \n **Failure** The target is dazzled for 1 round. While the spell persists, as long as you can see the night sky and the target is visible from the same night sky, you can sense the approximate direction and distance to the creature by using a single action, which has the concentrate trait. This is exact enough to track the creature, but not pinpoint their exact square (for instance, to make an attack). You can set a number of zenith stars equal to your Wisdom modifier; if you exceed this number, your oldest zenith star is automatically Dismissed. \n **Critical Failure** As failure, but the target is blinded for 1 round.\n\n **Heightened (+1)** The duration increases by 1 day. \n **Heightened (4th)** You ignore the concealed condition against targets marked by zenith star.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1866","name":"Animal Feature","traits":["uncommon","concentrate","focus","manipulate","morph","ranger"],"type":"Focus","level":2,"source":"Player Core pg. 383","cast":"","action":"1","duration":"1 minute","description":"Without fully transforming your body, you gain one animalistic feature, which you select from the list below each time you Cast the Spell. \r\n * **Cat Eyes** You gain low-light vision.\r\n * **Claws** You gain a claw attack that deals 1d6 slashing damage and has the agile, finesse, and unarmed traits.\r\n * **Jaws** You gain a jaws attack that deals 1d8 piercing damage and has the unarmed trait.\r\n\r\n\r\n\n **Heightened (4th)** Add the following options to the list. \r\n * **Fish Tail** You gain a swim Speed equal to your land Speed.\r\n * **Owl Eyes** You gain darkvision.\r\n * **Wings** You gain a fly Speed equal to your land Speed.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1867","name":"Enlarge Companion","traits":["uncommon","concentrate","focus","manipulate","polymorph","ranger"],"type":"Focus","level":2,"source":"Player Core pg. 383","cast":"","action":"2","range":"30 feet","targets":"your animal companion","duration":"1 minute","description":"Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Large, gaining the effects of a 2nd-rank enlarge spell.\n\n **Heightened (4th)** Your animal companion instead becomes Huge, gaining the benefits of a 4th-rank enlarge spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1868","name":"Hunter's Luck","traits":["uncommon","concentrate","focus","fortune","ranger"],"type":"Focus","level":2,"source":"Player Core pg. 383","cast":"","action":"free","trigger":"You attempt a check to Recall Knowledge about a creature, but you haven’t rolled yet","description":"You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=556","name":"Invoke the Crimson Oath","traits":["uncommon","evocation"],"type":"Focus","level":2,"legacy content":"  ","source":"Character Guide pg. 90 2.0","cast":"somatic, verbal","action":"2","area":"20-foot cone","saving throw":"basic Fortitude","description":"Brandishing your weapon and shouting the final line of the Crimson Oath, you unleash a blast of destructive ruby energy. You must be wielding a melee weapon, and you perform this spell’s somatic component by swinging the weapon in a downward arc. You deal normal melee damage for your weapon, including all appropriate bonuses, penalties, modifiers, and properties, to each creature in the spell’s area; they must each attempt a basic Fortitude save. A creature that critically fails this save also suffers any additional effect you would normally inflict with your weapon on a critical hit; if the creature that critically fails its save is also immune to critical hits, it merely fails the save instead. \n \n You can convert all the physical damage from this spell into positive damage against all undead creatures in the area.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1049","name":"Lifelink Surge","traits":["uncommon","healing","necromancy","positive","summoner"],"type":"Focus","level":2,"legacy content":"     ","source":"Secrets of Magic pg. 145 1.1","cast":"somatic","action":"1","duration":"4 rounds","description":"You make a quick gesture, tracing the link between yourself and your eidolon and drawing on your connection to slowly strengthen your shared life force. Your eidolon gains fast healing 4 for 4 rounds.\n\n **Heightened (+1)** The fast healing increases by 2.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=557","name":"Light of Revelation","traits":["uncommon","divination","light","revelation"],"type":"Focus","level":2,"legacy content":"    ","source":"Character Guide pg. 91 2.0","cast":"somatic, verbal","action":"2","range":"30-foot emanation","duration":"5 minutes","description":"You shed a luminous aura, illuminating a 30-foot radius with bright light. You and all allies in this area gain a +1 status bonus to Perception checks to detect hidden or undetected creatures, as well as hidden objects, doors, and other features.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=547","name":"Magic Warrior Aspect","traits":["uncommon","morph","transmutation"],"type":"Focus","level":2,"legacy content":"   ","source":"World Guide pg. 95 2.0","cast":"somatic, verbal","action":"2","duration":"5 minutes","description":"You call upon the aspect of the animal from your mask, gaining physical features reminiscent of that animal. You morph slightly into that creature, gaining the Speeds and senses you would gain from using animal form to turn into the type of animal your mask represents; these special Speeds can’t be increased by status bonuses or item bonuses.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=548","name":"Magic Warrior Transformation","traits":["uncommon","polymorph","transmutation"],"type":"Focus","level":2,"legacy content":"   ","source":"World Guide pg. 95 2.0","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You transform into the animal from your mask. You gain the effects of animal form, heightened to magic warrior transformation’s level, and you can transform into only the type of animal your mask represents.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=542","name":"Perfect Strike","traits":["uncommon","divination","fortune"],"type":"Focus","level":2,"legacy content":"   ","source":"World Guide pg. 83 2.0","cast":"verbal","action":"reaction","trigger":"You miss a Strike with an unarmed attack.","description":"You call upon insight from your training to recover accuracy. Reroll the missed attack roll and keep the new result.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1869","name":"Soothing Mist","traits":["uncommon","concentrate","focus","healing","manipulate","ranger","vitality"],"type":"Focus","level":2,"source":"Player Core pg. 383","cast":"","action":"2","range":"30 feet","targets":"1 willing living creature or 1 undead creature","description":"You call forth a magical mist that envelops a creature. The mist restores 2d8 Hit Points to a target living creature and ends one source of persistent acid, bleed, fire, poison, or void damage affecting it. If the creature is taking persistent damage from multiple sources, you select which one is removed. Against an undead target, you deal 2d8 vitality damage (basic Fortitude save); if it fails the save, it also takes 2 persistent vitality damage.\n\n **Heightened (+1)** The amount of healing (or damage to an undead target) increases by 1d8, and the persistent vitality damage to an undead creature increases by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=558","name":"Sun Blade","traits":["uncommon","evocation","fire","light","positive"],"type":"Focus","level":2,"legacy content":"     ","source":"Character Guide pg. 91 2.0","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","description":"You fire a ray of burning sunlight from your weapon. You must be wielding a sword or spear to cast sun blade, and you perform this spell’s somatic component with the weapon. Make a spell attack roll. The ray deals 1d4 fire damage. If the target is evil, the ray deals an additional 1d4 good damage, and if the target is undead, the ray deals an additional 1d4 positive damage (both effects apply against creatures that are both evil and undead). If you are in an area of bright natural sunlight, increase the die size of each damage die by one step (from d4 to d6). \n \n **Critical Success** The ray deals double damage. \n **Success** The ray deals full damage.\n\n **Heightened (+1)** The damage increases by 1d4 fire, 1d4 good, and 1d4 positive (or 1d6 of each type of damage in bright natural sunlight).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=765","name":"Vision of Weakness","traits":["uncommon","cursebound","divination","oracle"],"type":"Focus","level":2,"legacy content":"    ","source":"Advanced Player's Guide pg. 234 2.0","cast":"somatic","action":"1","targets":"1 creature","description":"You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=488","name":"Wholeness of Body","traits":["uncommon","healing","monk","necromancy","positive"],"type":"Focus","level":2,"legacy content":"     ","source":"Core Rulebook pg. 402 4.0","cast":"verbal","action":"1","description":"You heal yourself in one of the following ways, chosen by you when you cast the spell. \r\n * You regain 8 Hit Points. \r\n * You attempt to cure one poison or disease afflicting you; attempt to counteract the affliction.\r\n\r\n\r\n\n **Heightened (+1)** If you choose to regain Hit Points, the Hit Points regained increase by 8.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=491","name":"Aberrant Whispers","traits":["uncommon","auditory","enchantment","mental","sorcerer"],"type":"Focus","level":3,"legacy content":"     ","source":"Core Rulebook pg. 402 4.0","bloodline":"aberrant","cast":"to verbal","action":"1","actionMax":"3","area":"5-foot emanation or more","targets":"each foe in the area","saving throw":"Will","duration":"1 round","description":"You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then temporarily immune for 1 minute. You can increase the number of actions it takes to Cast the Spell (to a maximum of 3 actions total). For each additional action, increase the emanation's radius by 5 feet, to a maximum of 10 extra feet for 3 actions. \n \n **Success** The target is unaffected. \n **Failure** The target is stupefied 2. \n **Critical Failure** The target is confused.\n\n **Heightened (+3)** The initial radius increases by 5 feet.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=741","name":"Access Lore","traits":["uncommon","cursebound","divination","fortune","oracle"],"type":"Focus","level":3,"legacy content":"     ","source":"Advanced Player's Guide pg. 229 2.0","mystery":"lore","cast":"somatic","action":"1","duration":"1 minute","description":"You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one Lore skill. You temporarily gain the same proficiency rank in that Lore skill as your proficiency rank for your oracle spellcasting.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=742","name":"Ancestral Defense","traits":["uncommon","abjuration","cursebound","fortune","mental","oracle"],"type":"Focus","level":3,"legacy content":"      ","source":"Advanced Player's Guide pg. 230 2.0","mystery":"ancestors","cast":"somatic","action":"reaction","trigger":"You are about to attempt a Will save.","description":"Your ancestor protects you against those who would bend your will. You roll the triggering save twice and use the better result. If you're in an encounter when you cast this spell, you immediately roll to change your predominant ancestor.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=495","name":"Angelic Wings","traits":["uncommon","evocation","light","sorcerer"],"type":"Focus","level":3,"legacy content":"    ","source":"Core Rulebook pg. 403 4.0","bloodline":"angelic","cast":"somatic, verbal","action":"2","duration":"3 rounds","description":"Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall.\n\n **Heightened (5th)** The duration increases to 1 minute.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=745","name":"Armor of Bones","traits":["uncommon","cursebound","necromancy","oracle"],"type":"Focus","level":3,"legacy content":"    ","source":"Advanced Player's Guide pg. 230 2.0","mystery":"bones","cast":"somatic","action":"1","duration":"1 minute","description":"You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercing, and slashing damage.\n\n **Heightened (+1)** Increase the resistance by 1.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=746","name":"Battlefield Persistence","traits":["uncommon","cursebound","divination","divine","oracle"],"type":"Focus","level":3,"legacy content":"     ","source":"Advanced Player's Guide pg. 230 2.0","mystery":"battle","cast":"verbal","action":"reaction","trigger":"You are about to attempt a saving throw, but haven't rolled yet.","description":"You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an incapacitation effect, it treats you as if you were 2 levels higher.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=661","name":"Beastmaster Trance","traits":["uncommon","archetype","concentrate","divination","mental"],"type":"Focus","level":3,"legacy content":"     ","source":"Advanced Player's Guide pg. 161 2.0","cast":"somatic, verbal","action":"3","range":"1 mile","targets":"one of your animal companions you can percieve","duration":"sustained up to 1 minute","description":"You enter a magical trance that allows you to perceive through the senses of the target companion. You attempt Perception checks using your own Perception, but you have any special senses the target has, such as low-light vision or darkvision. This spell grants no special method of communication with the chosen animal, so it follows any instructions you gave it before you entered the trance and, failing that, it does as it wishes. \n \n For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you flat-footed. You can't take actions with the attack or move traits.\n\n **Heightened (6th)** Increase the range to 100 miles and the duration to sustained up to 10 minutes. The target can hear you through the spell, allowing you to Command the Animal or use other actions that have the auditory trait. \n **Heightened (8th)** Increase the range to planetary and the duration to sustained up to 1 hour. You can communicate telepathically with the target for the duration of the trance.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=779","name":"Blinding Beauty","traits":["uncommon","emotion","enchantment","incapacitation","sorcerer","visual"],"type":"Focus","level":3,"legacy content":"      ","source":"Advanced Player's Guide pg. 235 2.0","bloodline":"nymph","cast":"somatic","action":"1","area":"30-foot cone","saving throw":"Will","description":"You channel the allure of your nymph bloodline into a terribly beautiful glance. Each enemy in the area must attempt a Will saving throw. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is dazzled until the start of its next turn. \n **Failure** The creature is blinded until the start of its next turn. \n **Critical Failure** The creature is blinded for 1 minute.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1036","name":"Cascade Countermeasure","traits":["uncommon","abjuration","magus"],"type":"Focus","level":3,"legacy content":"   ","source":"Secrets of Magic pg. 143 1.1","cast":"somatic","action":"1","requirements":"You're benefiting from Arcane Cascade.","duration":"until the Arcane Cascade stance ends","description":"You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells. As normal, using Arcane Cascade again means you've ended the stance, and the spell ends.\n\n **Heightened (+3)** The resistance increases by 5.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1309","name":"Combustion","traits":["uncommon","concentrate","fire","focus","manipulate"],"type":"Focus","level":3,"source":"Rage of Elements pg. 61, Secrets of Magic pg. 200 1.1","cast":"","action":"2","range":"120 feet","targets":"1 creature","defense":"Fortitude","description":"You ignite a creature in lasting flames. The fire deals 4d8 fire damage and 2d6 persistent fire damage to the creature, which must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and takes no persistent damage. \n **Failure** The creature takes full damage, as well as full persistent damage. \n **Critical Failure** The creature takes double damage, as well as double persistent damage.\n\n **Heightened (+1)** Increase the initial damage by 1d8 and the persistent damage by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1877","name":"Deceiver's Cloak","traits":["uncommon","concentrate","focus","hex","illusion","manipulate","witch"],"type":"Focus","level":3,"source":"Player Core pg. 384","lesson":"lesson of mischief","cast":"","action":"2","duration":"sustained up to 1 hour","description":"Your patron drapes a cloak of illusion about you, making you appear as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of 3rd-rank illusory disguise.\n\n **Heightened (6th)** You can appear as any creature of the same size, even with a completely different body shape."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=751","name":"Delay Affliction","traits":["uncommon","cursebound","healing","necromancy","oracle","positive"],"type":"Focus","level":3,"legacy content":"      ","source":"Advanced Player's Guide pg. 231 2.0","mystery":"life","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","description":"With a surge of healing energy, you push back against an affliction threatening the target and grant a small amount of healing. The target recovers 3d8 Hit Points. You attempt to counteract any one affliction you are aware the target has, suspending its effects for 1 hour on a success rather than removing it. The target is then temporarily immune to delay affliction for 1 day. You don't need to have identified the name of the specific affliction, but you do need to be aware of it; for instance, you couldn't delay an ingested poison during its onset period unless you were aware of the poison.\n\n **Heightened (+1)** The target recovers an additional 1d8 Hit Points and you can attempt to suspend an additional affliction.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=499","name":"Dragon Breath","traits":["uncommon","evocation","sorcerer"],"type":"Focus","level":3,"legacy content":"   ","source":"Core Rulebook pg. 403 4.0","bloodlines":"draconic, wyrmblessed","cast":"somatic, verbal","action":"2","area":"30-foot cone or 60-foot line originating from you or 10 ft. burst within 30 ft.","saving throw":"basic Reflex or Fortitude","description":"You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline. **Dragon Breath** \r\n\r\n| **Dragon Type** | **Area and Damage Type** | **Saving Throw** |\r\n| :---: | :---: | :---: |\r\n| Black, brine*, or copper | 60-foot line of acid | Reflex |\r\n| Blue or bronze | 60-foot line of electricity | Reflex |\r\n| Brass | 60-foot line of fire | Reflex |\r\n| Cloud* | 30-foot cone of electricity | Reflex |\r\n| Crystal* or forest* | 30-foot cone of piercing | Reflex |\r\n| Green | 30-foot cone of poison | Fortitude |\r\n| Gold, magma*, or red | 30-foot cone of fire | Reflex |\r\n| Sea* | 10-foot burst within 30 feet of bludgeoning | Reflex |\r\n| Silver or white | 30-foot cone of cold | Reflex |\r\n| Sky* | 10-foot burst within 30 feet of electricity | Reflex |\r\n| Sovereign* | 30-foot cone of mental | Will |\r\n| Umbral* | 30-foot cone of negative | Reflex |\r\n| Underworld* | 10-foot burst within 30 feet of fire | Reflex |\r\n * **Source** Mwangi Expanse pg. 76\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=502","name":"Drain Life","traits":["uncommon","necromancy","negative","sorcerer"],"type":"Focus","level":3,"legacy content":"    ","source":"Core Rulebook pg. 403 4.0","bloodline":"undead","cast":"somatic","action":"1","range":"30 feet","targets":"1 living creature","saving throw":"basic Fortitude","description":"You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable. If the target's Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead. The temporary Hit Points last for 1 minute.\n\n **Heightened (+1)** The damage increases by 1d4.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1046","name":"Eidolon's Wrath","traits":["uncommon","eidolon","evocation","summoner"],"type":"Focus","level":3,"legacy content":"    ","source":"Secrets of Magic pg. 144 1.1","cast":"somatic, verbal","action":"2","area":"20-foot emanation around your eidolon","saving throw":"basic Reflex","description":"Your eidolon releases a powerful energy attack that deals 5d6 damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=561","name":"Electrified Crystal Ward","traits":["rare","electricity","evocation"],"type":"Focus","level":3,"legacy content":"   ","source":"Pathfinder #148: Fires of the Haunted City pg. 75","cast":"somatic","action":"2","range":"touch","targets":"1 hinge or latch","description":"You create an electric latch rune hazard on the target, creating a special crystalline lock on the object. You can also substitute your spell DC for any of the hazard’s listed DCs. You can have only one such hazard active at a time, and if you cast this spell while a previous electric latch rune is active, the older hazard discharges harmlessly.\n\n **Heightened (+2)** The hazard’s damage increases by 1d12.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=504","name":"Elemental Motion","traits":["uncommon","evocation","sorcerer"],"type":"Focus","level":3,"legacy content":"   ","source":"Core Rulebook pg. 404 4.0","bloodline":"elemental","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You call upon your element to propel you, improving your Speed depending on your element. This spell has your element's trait. \r\n * **Air** You gain a fly Speed equal to your Speed. \r\n * **Earth** You gain a burrow Speed of 10 feet. \r\n * **Fire** You gain a fly Speed equal to your Speed. \r\n * **Water** You gain a swim Speed equal to your Speed and can breathe underwater.\r\n\r\n\r\n\n **Heightened (6th)** You also gain a +10-foot status bonus to your Speeds. \n **Heightened (9th)** The status bonus increases to +20 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=506","name":"Embrace the Pit","traits":["uncommon","evil","morph","sorcerer","transmutation"],"type":"Focus","level":3,"legacy content":"     ","source":"Core Rulebook pg. 404 4.0","bloodline":"diabolic","cast":"verbal","action":"1","duration":"1 minute","description":"Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren't evil, and you gain weakness 5 to good damage.\n\n **Heightened (+2)** The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1870","name":"Ephemeral Tracking","traits":["uncommon","concentrate","focus","manipulate","ranger"],"type":"Focus","level":3,"source":"Player Core pg. 384","cast":"","action":"2","duration":"1 hour","description":"You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use Survival to Track through both air and water, noticing aerial or aquatic “tracks” of all creatures who passed nearby in the last hour. It's more difficult to Track in this way: the DC to Track through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It's possible to Cover Tracks against this spell, but creatures might not realize they need to do so."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=507","name":"Extend Spell","traits":["uncommon","divination","metamagic","sorcerer"],"type":"Focus","level":3,"legacy content":"    ","source":"Core Rulebook pg. 404 4.0","bloodline":"imperial","cast":"verbal","action":"1","description":"You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a duration of 1 minute and a single target, the spell instead lasts 10 minutes. You can extend a spell only if you cast it from a spell slot lower than your highest spell slot, and you can have only one active spell at a time extended in this way.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1104","name":"Eyes of the Dead","traits":["uncommon","divination","mental"],"type":"Focus","level":3,"legacy content":"   ","source":"Book of the Dead pg. 35","cast":"material, somatic, verbal","action":"3","range":"1 mile","targets":"one undead creature under your control","duration":"sustained up to 1 minute","description":"You enter a magical trance that allows you to perceive through the senses of the target creature. You attempt Perception checks using your own Perception, but you have any special senses the target has, such as low-light vision or darkvision. The spell doesn't grant any special method of communication with the target. \n \n For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you flat-footed. You can't take actions with the attack or move traits, nor can you cast spells.\n\n **Heightened (6th)** The range increases to 100 miles and the duration to sustained up to 10 minutes. You can communicate telepathically with the target for the duration of the trance, though the target is under no compulsion to follow commands if it wasn't already.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=509","name":"Fey Disappearance","traits":["uncommon","enchantment","sorcerer"],"type":"Focus","level":3,"legacy content":"   ","source":"Core Rulebook pg. 404 4.0","bloodline":"fey","cast":"somatic","action":"1","duration":"until the end of your next turn","description":"You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain.\n\n **Heightened (5th)** If you use a hostile action, the invisibility doesn't end.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=784","name":"Heart's Desire","traits":["uncommon","emotion","illusion","mental","sorcerer"],"type":"Focus","level":3,"legacy content":"     ","source":"Advanced Player's Guide pg. 236 2.0","bloodline":"genie","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save. \n \n **Critical Success** The target disbelieves the illusion and is unaffected. \n **Success** For 1 round, the target is stupefied 2 and takes a –2 status penalty to any checks it makes to determine the effects of reactions. \n **Failure** For 1 minute, the target is stupefied 2 and can't use reactions. \n **Critical Failure** As failure, and all spaces are difficult terrain for the target.\n\n **Heightened (+2)** You can target one additional creature.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=514","name":"Horrific Visage","traits":["uncommon","emotion","fear","illusion","mental","sorcerer","visual"],"type":"Focus","level":3,"legacy content":"       ","source":"Core Rulebook pg. 405 4.0","bloodline":"hag","cast":"somatic, verbal","action":"2","area":"30-foot-radius emanation centered on you","saving throw":"Will","description":"You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save. \n \n **Success** The foe is unaffected. \n **Failure** The foe is frightened 1. \n **Critical Failure** The foe is frightened 2.\n\n **Heightened (5th)** Foes in the area are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and fleeing for 1 round on a critical failure. They are still unaffected on a critical success.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1243","name":"Incendiary Ashes","traits":["uncommon","cursebound","evocation","fire","oracle"],"type":"Focus","level":3,"legacy content":"     ","source":"Pathfinder #185: A Taste of Ashes pg. 81","mystery":"ash","cast":"verbal, somatic","action":"2","range":"120 feet","area":"20-foot burst","saving throw":"Fortitude","description":"A cloud of magical ashes descends upon creatures in the area. The ashes scour flesh and linger in the wounds, igniting upon the slightest flicker of flame. Creatures in the area take 4d6 slashing damage and must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and has weakness to fire 3 until the start of its next turn. \n **Failure** The creature takes full damage and has weakness to fire 3 for 1 minute. If the creature is killed by fire during this time it's reduced to ashes, though its gear remains. \n **Critical Failure** As failure, except the creature takes double damage.\n\n **Heightened (+1)** The slashing damage increases by 2d6 and weakness to fire increases by 1.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1061","name":"Inscrutable Mask","traits":["uncommon","illusion","shadow"],"type":"Focus","level":3,"legacy content":"   ","source":"Secrets of Magic pg. 227 1.1","cast":"somatic, verbal","action":"2","duration":"10 minutes","description":"You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, and Stealth checks to Hide in areas of dim light or darkness.\n\n **Heightened (6th)** The status bonus increases to +2. \n **Heightened (9th)** The status bonus increases to +3.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=756","name":"Interstellar Void","traits":["uncommon","cold","cursebound","evocation","oracle"],"type":"Focus","level":3,"legacy content":"     ","source":"Advanced Player's Guide pg. 232 2.0","mystery":"cosmos","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Fortitude","duration":"sustained up to 1 minute","description":"You call upon the frigid depths of outer space to bring a terrible chill to your enemy. The target is cloaked in the freezing void, which deals 3d6 cold damage immediately and the first time each round you Sustain the Spell on future turns, with a basic Fortitude save. The target is fatigued for as long as the effect persists.\n\n **Heightened (+1)** The cold damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1298","name":"Invoke the Harrow","traits":["uncommon","divination","sorcerer"],"type":"Focus","level":3,"legacy content":"   ","source":"Stolen Fate Player's Guide pg. 15","bloodline":"harrow","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"1 round","description":"You draw a card from the harrow, either one from a deck you have in hand or magically produce one as part of the spell. You use the power of the card's suit to influence a creature around you. When you draw a card, you can choose to impart a boon or bane associated with the card's suit. The target must attempt a Will save. On a failure, they receive the effects of the chosen boon or bane. If you target an ally with this spell, they can choose to willingly accept the effects without attempting a saving throw. The target can attempt to remove the card's influence by using an action, which has the concentrate trait, to attempt the saving throw again; on a success, the effect ends. \n \n To determine the card, draw a card from a harrow deck. If you don't have a harrow deck available, you can roll 1d6 to randomly determine the suit you draw. Hammers (Str) Boon: The target gains a +2 status bonus to damage rolls; Bane: The target is enfeebled 1.Keys (Dex) Boon: The target gains a +1 status bonus to AC; Bane: The target is clumsy 1.Shields (Con) Boon: The target gains temporary Hit Points equal to twice the spell's level; Bane: The target is drained 1.Books (Int) Boon: The target gains a +1 status bonus to skill checks; Bane: The target is stupefied 1.Stars (Wis) Boon: The target gains a +1 status bonus to saving throws; Bane: The target is confused.Crowns (Cha) Boon: The target can roll twice and take the higher result on a single check during the duration. This is a fortune effect; Bane: The target must roll twice and take the lower result on a single check of your choosing during the duration. This is a misfortune effect.\n\n **Heightened (6th)** The duration is 1 minute. The target must succeed a total of two saving throws to end the effect. The value of boons and banes doubles. The Crowns suit affects a total of three checks during the duration.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=484","name":"Ki Blast","traits":["uncommon","evocation","force","monk"],"type":"Focus","level":3,"legacy content":"    ","source":"Core Rulebook pg. 401 4.0","cast":"to somatic, verbal","action":"1","actionMax":"3","area":"15-foot cone or more","saving throw":"Fortitude","description":"You unleash your ki as a powerful blast of force that deals 2d6 force damage. If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet and the damage to 3d6. If you use 3 actions to cast ki blast, increase the size of the cone to 60 feet and the damage to 4d6. Each creature in the area must attempt a Fortitude saving throw. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is pushed 5 feet. \n **Critical Failure** The creature takes double damage and is pushed 10 feet.\n\n **Heightened (+1)** The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1424","name":"Ki Cutting Sight","traits":["rare","divination"],"type":"Focus","level":3,"legacy content":"  ","source":"Wake the Dead #2 pg. 29","cast":"","action":"1","range":"30 feet","targets":"1 creature","description":"Ki flows through everything in existence—animals and plants, living and dead, mortals and spirits. Strike at just the right place, in just the right way, and the flow is stopped with dire consequences. \n \nWhen you Cast the Spell, make a Perception check against the target's Fortitude DC. If you succeed, the next time you deal damage to the target with a Strike or ki spell, you deal 4d10 additional slashing damage.\n\n **Heightened (+1)** The precision damage increases by 1d10"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=397","name":"Litany Against Wrath","traits":["uncommon","champion","evocation","good","litany"],"type":"Focus","level":3,"legacy content":"     ","source":"Core Rulebook pg. 388 4.0","cast":"verbal","action":"1","range":"30 feet","targets":"1 creature that isn't holy","saving throw":"Will","duration":"1 round","description":"Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw. The target then becomes temporarily immune to all of your litanies for 1 minute. \n \n **Critical Success** The target is unaffected. \n **Success** The first time the target uses an action that deals damage to at least one creature that isn't holy, the target takes 3d6 spirit damage. \n **Failure** Each time the target uses an action that deals damage to at least one creature that isn't holy, the target takes 3d6 spirit damage. \n **Critical Failure** The target is enfeebled 2. Each time it uses an action that deals damage to at least one creature that isn't holy, the target takes 3d6 spirit damage.\n\n **Heightened (+1)** The damage increases by 1d6.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1880","name":"Malicious Shadow","traits":["uncommon","concentrate","focus","hex","manipulate","shadow","witch"],"type":"Focus","level":3,"source":"Player Core pg. 385","lesson":"lesson of shadow","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"AC","duration":"sustained up to 1 minute","description":"Your patron warps the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like. The shadow moves along with the target, always remaining within reach. When you Cast the Spell, and each time you Sustain it, the shadow Strikes the target. The shadow's Strikes are melee spell attacks that deal damage equal to 1d10 plus your spellcasting attribute modifier. You choose the type of damage (bludgeoning, piercing, or slashing) when you Cast the Spell. The shadow uses and contributes to your multiple attack penalty. The shadow doesn't take up space, grant flanking, or have any other attributes a creature would. The shadow can't make any attacks other than its Strike. \n \n The shadow vanishes if the target ceases to cast a shadow (usually if it moves into complete darkness or light). If another effect is controlling the target's shadow when you cast malicious shadow, you can attempt to counteract that effect to temporarily take control of the shadow for malicious shadow's duration.\n\n **Heightened (+2)** The Strike damage increases by 1d10."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1883","name":"Personal Blizzard","traits":["uncommon","cold","focus","hex","witch"],"type":"Focus","level":3,"source":"Player Core pg. 385","lesson":"lesson of snow","cast":"","action":"1","range":"30 feet","targets":"1 creature","defense":"Fortitude","duration":"sustained up to 1 minute","description":"Your patron's breath becomes a blizzard of obscuring, scouring ice that follows your target. The target attempts a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes 1d6 cold damage, and the spell ends. \n **Failure** The target takes 1d6 cold damage and 1d6 persistent cold damage. The persistent damage automatically ends when the spell ends. It is concealed to other creatures, and other creatures are concealed to it. \n **Critical Failure** As failure, but both the cold damage and the persistent cold damage are 2d6.\n\n **Heightened (+1)** The cold damage and persistent cold damage increase by 1 (2 on a critical failure)."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1305","name":"Powerful Inhalation","traits":["uncommon","air","concentrate","focus","manipulate"],"type":"Focus","level":3,"source":"Rage of Elements pg. 60, Secrets of Magic pg. 201 1.1","cast":"","action":"2","area":"10-foot emanation","defense":"basic Fortitude","description":"You rapidly draw the air from your surroundings, hoarding it for yourself. Creatures in the area when the spell is cast take 5d6 bludgeoning damage with a basic Fortitude save. A creature that fails its save can't speak above a raspy whisper for 1 round. A creature that critically fails can't speak or use abilities that require it to breathe for 1 round. This prevents it from using effects that require speech and from using a breath weapon or similar ability. \n \n Creatures made of air (such as air elementals) attempting a save against this spell get a degree of success one worse than they rolled.\n\n **Heightened (+1)** Increase the damage by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1311","name":"Pulverizing Cascade","traits":["uncommon","concentrate","focus","manipulate","water"],"type":"Focus","level":3,"source":"Rage of Elements pg. 61, Secrets of Magic pg. 201 1.1","cast":"","action":"2","range":"120 feet","area":"10-foot radius, 20-foot-tall cylinder","defense":"basic Reflex","description":"You raise a pair of towering waves and slam them into each other, crushing creatures caught between them. Creatures in the area take 5d6 bludgeoning damage with a basic Reflex save.\n\n **Heightened (+1)** Increase the damage by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1871","name":"Ranger's Bramble","traits":["uncommon","concentrate","focus","manipulate","plant","ranger"],"type":"Focus","level":3,"source":"Player Core pg. 384","cast":"","action":"2","range":"100 feet","area":"all squares that contain plants in a 5-foot burst","duration":"1 minute","description":"You cause plants in the area to entangle your foes, with the effects of entangling flora. A creature that critically fails the save takes 2d4 persistent bleed damage in addition to being immobilized. Escaping your bramble doesn't end the bleed damage.\n\n **Heightened (+1)** The bleed damage on a critical failure increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1515","name":"Entangling Flora","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":2,"source":"Player Core pg. 329","traditions":["arcane","primal"],"cast":"","action":"2","range":"120 feet","area":"all squares in a 20-foot burst","duration":"1 minute","description":"Plants and fungi burst out or quickly grow, entangling creatures. All surfaces in the area are difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it's also immobilized for 1 round. Creatures can attempt to Escape to remove these effects.","oldName":"entangle"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1181","name":"Return the Favor","traits":["rare","hex","necromancy","witch"],"type":"Focus","level":3,"legacy content":"    ","source":"Dark Archive pg. 159","lesson":"lesson of favors","cast":"somatic","action":"reaction","trigger":"An ally uses a reaction to grant you a beneficial effect during a combat encounter","range":"30 feet","targets":"1 ally","description":"You're unable to leave any debts unpaid. When an ally supports you in a fight, you offer assistance in turn for the favor. The triggering ally gains 12 temporary Hit Points for 1 minute.\n\n **Heightened (+1)** The temporary Hit Points increase by 4.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=851","name":"Shroud of Flame","traits":["uncommon","evocation","fire","sorcerer"],"type":"Focus","level":3,"legacy content":"    ","source":"Pathfinder #168: King of the Mountain pg. 74","bloodline":"phoenix","cast":"somatic, verbal","action":"2","area":"10-foot emanation","duration":"sustained up to 1 minute","description":"You encircle yourself in an aura of protective flames. Each creature that hits you with an unarmed attack, Grapples you, or otherwise touches you takes 3 fire damage. When you Cast the Spell and the first time you sustain it each round, each creature in the area takes 3d6 fire damage (basic Reflex save).\n\n **Heightened (+1)** The damage caused by touching you increases by 1, and the fire damage when you Cast the Spell or sustain it increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=788","name":"Spirit Veil","traits":["uncommon","illusion","sorcerer"],"type":"Focus","level":3,"legacy content":"   ","source":"Advanced Player's Guide pg. 237 2.0","bloodline":"psychopomp","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become concealed to all creatures, and you are hidden from undead creatures regardless of what precise senses they have; this grants the effects of invisibility, but against all the undead creature's precise senses. If you physically interact with an undead creature or use a hostile action, the spell ends.\n\n **Heightened (+1)** You can target one additional willing creature within 30 feet. The spell ends if any target physically interacts with an undead creature or uses a hostile action","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=789","name":"Steal Shadow","traits":["uncommon","necromancy","shadow","sorcerer"],"type":"Focus","level":3,"legacy content":"    ","source":"Advanced Player's Guide pg. 237 2.0","bloodline":"shadow","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Fortitude","duration":"sustained up to 1 minute","description":"You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is enfeebled 1 for 1 round. \n **Failure** The target takes 3d4 negative damage and is enfeebled 1 for the spell's duration as you tear its shadow away, collecting it in your hand. On subsequent rounds, the first time each round you Sustain the Spell, you can throttle the shadow to deal 3d4 negative damage to the target (basic Fortitude save). Until the spell ends, the target doesn't cast a shadow. \n **Critical Failure** As failure, but the target is enfeebled 2.\n\n **Heightened (+1)** The damage when the spell is cast and when it is sustained increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1307","name":"Stone Lance","traits":["uncommon","attack","concentrate","earth","focus","manipulate"],"type":"Focus","level":3,"source":"Rage of Elements pg. 61, Secrets of Magic pg. 201 1.1","cast":"","action":"2","range":"120 feet","targets":"1 creature","duration":"1 minute","description":"You conjure a jagged lance of stone and then launch it at a foe. Make a spell attack roll against the target. On a hit, you deal 6d6 piercing damage and the lance impales the creature, giving it a –10-foot circumstance penalty to its Speeds unless it Escapes. On a critical hit, if the creature is on the ground, the lance also embeds into the ground and immobilizes the creature until it Escapes. A creature that Escapes after being impaled takes 3 persistent bleed damage. When the spell ends, the lance crumbles into dirt, freeing the target if it hasn't Escaped.\n\n **Heightened (+1)** Increase the damage by 2d6 and the persistent bleed damage for Escapes by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1106","name":"Subjugate Undead","traits":["uncommon","mental","necromancy"],"type":"Focus","level":3,"legacy content":"   ","source":"Book of the Dead pg. 35","cast":"material, somatic, verbal","action":"3","range":"30 feet","targets":"one undead creature with a level of no more than your level - 4","saving throw":"Will","duration":"varies","description":"You attempt to seize control of the target. It can attempt a Will save to resist the effect. If the target is already being controlled by another creature, the controlling creature also rolls a saving throw and the undead uses the better result. Casting subjugate undead again ends any previous subjugate undead you cast. \n \n **Critical Success** The target is unaffected and is temporarily immune for 24 hours. \n **Success** The target is unaffected. \n **Failure** The undead creature becomes a minion under your control for 1 minute. The spell is dismissed if you or an ally takes a hostile action against the minion undead. \n **Critical Failure** As failure, except the duration is 10 minutes.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=818","name":"Sun's Fury","traits":["uncommon","evocation","fire","good"],"type":"Focus","level":3,"legacy content":"    ","source":"Legends pg. 101","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 weapon without an unholy rune that is unattended or wielded by you or a willing ally","duration":"1 minute","description":"The target weapon becomes wreathed in a glowing flame. The weapon deals an additional 1d4 fire and 1 good damage on a successful Strike. In addition, the flame causes the weapon to glow as bright as a torch. You can Dismiss the spell.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=516","name":"Swamp of Sloth","traits":["uncommon","conjuration","olfactory","sorcerer"],"type":"Focus","level":3,"legacy content":"    ","source":"Core Rulebook pg. 405 4.0","bloodline":"demonic","cast":"to somatic, verbal","action":"1","actionMax":"3","range":"120 feet","area":"5-foot burst or more","saving throw":"basic Fortitude","duration":"1 minute","description":"Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don't function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals 1d6 poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to Cast the Spell. For each additional action, increase the burst's radius by 5 feet.\n\n **Heightened (+2)** The damage increases by 1d6, and the initial radius increases by 5 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=764","name":"Thunderburst","traits":["uncommon","air","cursebound","evocation","oracle","sonic"],"type":"Focus","level":3,"legacy content":"      ","source":"Advanced Player's Guide pg. 234 2.0","mystery":"tempest","cast":"somatic, verbal","action":"2","range":"100 feet","area":"20-foot burst","saving throw":"Fortitude","description":"You create a powerful blast of air and a loud peal of thunder, dealing 2d6 bludgeoning damage and 2d6 sonic damage. Each creature in the area must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is deafened for 1 minute. \n **Critical Failure** The creature takes double damage and is deafened for 1 hour.\n\n **Heightened (+2)** Increase each type of damage by 2d6 and the area by 5 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1196","name":"Time Skip","traits":["uncommon","cursebound","oracle","transmutation"],"type":"Focus","level":3,"legacy content":"    ","source":"Dark Archive pg. 189","mystery":"time","cast":"somatic","action":"1","range":"30 feet","targets":"1 willing creature other than yourself","duration":"1 round","description":"You manipulate time around your ally, pushing them forward a few moments in time. The target is quickened on its next turn and can use the action only to Step, Stride, or Strike.\n\n **Heightened (+1)** You can one additional willing creature other than yourself within range.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=543","name":"Unblinking Flame Revelation","traits":["uncommon","abjuration"],"type":"Focus","level":3,"legacy content":"  ","source":"World Guide pg. 83 2.0","cast":"verbal","action":"1","requirements":"Your previous action was a successful unarmed Strike.","targets":"the creature you hit","duration":"2 rounds","description":"You light your foe with revealing flame. The GM attempts a secret counteract check against each illusion affecting the creature; on a success, you suppress the illusion for the duration, rather than end the effect.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=544","name":"Unbreaking Wave Advance","traits":["uncommon","evocation","water"],"type":"Focus","level":3,"legacy content":"   ","source":"World Guide pg. 83 2.0","cast":"verbal","action":"1","area":"15-foot cone","saving throw":"Fortitude","description":"You unleash a mighty wave from your hand that buffets back your foes. Each creature in the area must attempt a Fortitude saving throw. If a creature pushed by unbreaking wave advance would be pushed into a solid barrier or another creature, it stops at that point and takes 3d6 damage. \n \n **Success** The creature is unaffected. \n **Failure** The creature is pushed 10 feet. \n **Critical Failure** The creature is pushed 20 feet.\n\n **Heightened (+1)** The damage for pushing a creature into a solid barrier increases by 1d6.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=545","name":"Unfolding Wind Rush","traits":["uncommon","evocation"],"type":"Focus","level":3,"legacy content":"  ","source":"World Guide pg. 83 2.0","cast":"verbal","action":"1","description":"You travel on a rushing wind. Move two times: two Strides, two Steps, or one Stride and one Step (in either order). You can Stride or Step into the air during this movement, moving upward at a 45-degree angle at most; if you end your movement in the air, you fall after taking one action or when your turn ends, whichever comes first. A wall of wind appears in all the spaces you left during this movement, lasting for 1 round.\n\n **Heightened (5th)** The wall of wind lasts 3 rounds.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=546","name":"Untwisting Iron Buffer","traits":["uncommon","abjuration"],"type":"Focus","level":3,"legacy content":"  ","source":"World Guide pg. 83 2.0","cast":"verbal","action":"1","description":"You send currents of protective ki to the surface of your body that protect you from harm, at least until your enemies dissipate them. You gain 15 temporary Hit Points, which last for up to 3 rounds.\n\n **Heightened (+1)** The temporary Hit Points increase by 5.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=766","name":"Whirling Flames","traits":["uncommon","cursebound","evocation","fire","oracle"],"type":"Focus","level":3,"legacy content":"     ","source":"Advanced Player's Guide pg. 234 2.0","mystery":"flames","cast":"somatic, verbal","action":"2","range":"30 feet","area":"up to two 5-foot bursts that don't overlap","saving throw":"basic Reflex","description":"You call forth a storm of whirling flames, engulfing all creatures in that area and dealing 5d6 fire damage with a basic Reflex save.\n\n **Heightened (+2)** The damage increases by 3d6, and you can add another nonoverlapping 5-foot burst to the area.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=482","name":"Abundant Step","traits":["uncommon","conjuration","monk","teleportation"],"type":"Focus","level":4,"legacy content":"    ","source":"Core Rulebook pg. 401 4.0","cast":"somatic","action":"1","range":"15 feet or more","description":"You move so fast you blur across planar boundaries. You teleport up to a distance equal to your Speed within your line of sight.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=814","name":"Achaekek's Clutch","traits":["rare","curse","death","necromancy"],"type":"Focus","level":4,"legacy content":"    ","source":"Legends pg. 58","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","description":"You mark the holy symbol of Achaekek in a visible location on the target's body.\n \n \n **Critical Success** The target is unaffected. \n **Success** The target is marked by Achaekek's symbol. For 1 minute, the first time per round that the target gains persistent bleed damage, they immediately take that amount of slashing damage as the mantis claws grow off the symbol and rake them. \n **Failure** As success, but the curse has an unlimited duration. \n **Critical Failure** As failure, but the DC on the target's flat check to remove persistent bleed damage increases to 20 (15 with particularly effective assistance).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=595","name":"Adaptive Ablation","traits":["abjuration"],"type":"Focus","level":4,"legacy content":" ","source":"Gods & Magic pg. 112 2.0","domain":"change","cast":"somatic","action":"reaction","trigger":"You take acid, cold, electricity, fire, or sonic damage.","duration":"1 minute","description":"You shift yourself to adapt to the mystical wavelengths of the energy damage, protecting yourself from further harm. You gain resistance 5 to the triggering energy type; you gain this resistance after you take the triggering damage, so it applies only to future damage you take during the duration.\n\n **Heightened (+2)** Increase the resistance by 5.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1789","name":"Artistic Flourish","traits":["uncommon","cleric","concentrate","focus","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 373","domain":"creation","cast":"","action":"2","range":"15 feet","targets":"1 item or work of art that fits entirely within the range","duration":"10 minutes","description":"You transform the target into a form that more closes matches your creative vision. It's clearly the same item, but with aesthetic details you choose. The target is a beautiful and impressive piece for its new quality, but the effect is obviously magical and temporary, so its monetary value doesn't change. If you're an expert in Crafting, the item grants a +1 item bonus to attack rolls if it's a weapon or skill checks if it's a skill tool. When you Cast this Spell, any previous casting ends.\n\n **Heightened (7th)** If you're a master in Crafting, the item grants a +2 item bonus. \n **Heightened (10th)** If you're legendary in Crafting, the item grants a +3 item bonus."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=619","name":"Asterism","traits":["evocation","light"],"type":"Focus","level":4,"legacy content":"  ","source":"Gods & Magic pg. 117 2.0","domain":"star","cast":"material, somatic, verbal","action":"3","range":"150 feet","saving throw":"basic Reflex","duration":"1 minute","description":"Lines of burning starlight form a constellation around you. Draw five lines, one at a time; each line must anchor at you or a creature or object already connected to a previous line, and it must end at a creature or object within 30 feet of its anchor (possibly allowing the asterism to extend to its full 150-foot range). A creature that begins its turn in one of these lines or enters one of these lines on its turn takes 4d6 fire damage (basic Reflex save). A creature can take this damage only once per turn, even if it moves through several lines. Targets that are part of the asterism do not take damage from it. If the distance between two targets (or you and a target) ever exceeds 30 feet, the line of starlight between the two breaks, and any lines that now no longer have a direct path back to you also break. You can Dismiss the spell.\n\n **Heightened (+1)** The damage increases by 1d6.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=609","name":"Bottle the Storm","traits":["electricity","evocation"],"type":"Focus","level":4,"legacy content":"  ","source":"Gods & Magic pg. 115 2.0","domain":"lightning","cast":"somatic","action":"reaction","trigger":"You would take electricity damage.","duration":"1 minute","description":"When lightning is turned at you, you store the charge safely within yourself, unleashing it when the time is right. You gain electricity resistance 10 against the triggering effect. If you successfully prevent damage in this way, at any time during the spell’s duration, you can spend a single action, which has the attack trait, to expend the charge and make a melee spell attack at an adjacent target or a ranged spell attack at a target within 60 feet. This attack deals electricity damage equal to the damage prevented by bottle the storm. If you cast bottle the storm a second time before the original duration elapses, or if you do not make this attack, the stored charge dissipates harmlessly.\n\n **Heightened (7th)** The resistance increases to 15, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell. \n **Heightened (10th)** The resistance increases to 20, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1829","name":"Captivating Adoration","traits":["uncommon","aura","cleric","concentrate","emotion","focus","manipulate","mental","visual"],"type":"Focus","level":4,"source":"Player Core pg. 378","domain":"passion","cast":"","action":"2","area":"15-foot emanation","defense":"Will","duration":"1 minute","description":"You become intensely entrancing, and creatures are distracted by you as long as they remain within the area. You can exclude any creatures you choose from the effects. If a creature is in the aura when you Cast the Spell or when it enters the aura for the first time, it must attempt a Will saving throw. If a creature leaves and reenters, it uses the results of its original save. \n \n **Critical Success** The creature is unaffected and temporarily immune for 1 hour. \n **Success** The creature is fascinated with you for its next action, then is temporarily immune for 1 hour. \n **Failure** The creature is fascinated with you. \n **Critical Failure** The creature is fascinated with you, and its attitude toward you improves by one step.\n\n **Heightened (+1)** Increase the size of the emanation by 15 feet."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=737","name":"Clinging Shadows Stance","traits":["uncommon","evocation","monk","shadow","stance"],"type":"Focus","level":4,"legacy content":"     ","source":"Advanced Player's Guide pg. 229 2.0","cast":"somatic","action":"1","duration":"until you leave the stance","description":"You adopt the stance of clinging shadows. You can make shadow grasp Strikes. These deal 1d4 negative damage; are in the brawling group; and have the agile, grapple, reach, and unarmed traits. \n \nWhile in clinging shadows stance, you gain a +2 circumstance bonus to Athletics checks to Grapple, and to the DC for creatures to Escape from you.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1845","name":"Commanding Lash","traits":["uncommon","cleric","concentrate","focus","linguistic","manipulate","mental"],"type":"Focus","level":4,"source":"Player Core pg. 380","domain":"tyranny","cast":"","action":"1","requirements":"Your most recent action dealt damage to a target","range":"100 feet","targets":"a creature you dealt damage to on your most recent action","defense":"Will","duration":"until the end of the target's next turn","description":"With the threat of more pain, you compel a creature you've recently harmed. You issue a command to the target, with the effects of the spell command. If the target is frightened, stupefied, or taking persistent damage, it takes a –2 circumstance penalty to the save. Regardless of the result, the target is then temporarily immune for 1 hour."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1901","name":"Community Restoration","traits":["uncommon","concentrate","focus","healing","wizard"],"type":"Focus","level":4,"source":"Player Core pg. 388","cast":"","action":"reaction","trigger":"You Cast a Spell from a wizard spell slot, and the spell affects one or more willing allies without damaging them","description":"When you use your magic to support your allies, shared strength bolsters you all. You gain 2 temporary Hit Points per rank of the triggering spell, and can grant an equal number divided as you choose among allies affected by the triggering spell. These temporary Hit Points last for 1 minute."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1783","name":"Competitive Edge","traits":["uncommon","cleric","concentrate","emotion","focus","mental"],"type":"Focus","level":4,"source":"Player Core pg. 372","domain":"ambition","cast":"","action":"1","duration":"sustained up to 1 minute","description":"Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 for attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round.\n\n **Heightened (7th)** Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1260","name":"Confront Selves","traits":["uncommon","illusion","mental"],"type":"Focus","level":4,"legacy content":"   ","source":"Pathfinder #186: Ghost King's Rage pg. 73","domain":"introspection","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"sustained up to 1 minute","description":"You show the target the spiraling web of actions and consequences that is their life and the changes wrought by these decisions upon themselves and those around them. These events swirl around the target like shards of broken pottery. The creature must attempt a Will save to resist these visions. \n \n Each time you sustain this spell, you force the target to confront an alternate permutation of themselves, witnessing the events of their life as if they'd chosen another path. They take 2d6 mental damage (basic Will save) and are encumbered. On a critical success, the spell ends and can no longer be sustained.\n\n **Heightened (+1)** The mental damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1791","name":"Darkened Sight","traits":["uncommon","cleric","concentrate","darkness","focus","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 373","domain":"darkness","cast":"","action":"2","range":"60 feet","targets":"1 creature","duration":"1 minute","description":"You infuse a creature's vision with darkness. It receives greater darkvision, allowing it to see even in magical darkness."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=750","name":"Debilitating Dichotomy","traits":["uncommon","cursebound","evocation","mental","oracle"],"type":"Focus","level":4,"legacy content":"     ","source":"Advanced Player's Guide pg. 231 2.0","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature other than you","saving throw":"Will","description":"You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take 9d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw.\n\n **Heightened (+1)** The damage increases by 3d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1787","name":"Delusional Pride","traits":["uncommon","cleric","concentrate","emotion","focus","manipulate","mental"],"type":"Focus","level":4,"source":"Player Core pg. 373","domain":"confidence","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"You make the target overconfident, leading it to ascribe failure to external factors. The target attempts a Will save to determine the spell's duration and is temporarily immune for 24 hours regardless of the save's result. \n \n **Critical Success** The target is unaffected. \n **Success** The duration is 1 round. If the target fails at an attack roll or skill check, it takes a –1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to –2. \n **Failure** As success, but the duration is 10 minutes. \n **Critical Failure** As success, but the duration is 24 hours."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1795","name":"Destructive Aura","traits":["uncommon","aura","cleric","concentrate","focus","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 374","domain":"destruction","cast":"","action":"2","area":"15-foot emanation","duration":"1 minute","description":"Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of yourself and creatures in the area by 2.\n\n **Heightened (+2)** Reduce the resistances by an additional 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=597","name":"Diamond Dust","traits":["cold","evocation"],"type":"Focus","level":4,"legacy content":"  ","source":"Gods & Magic pg. 112 2.0","domain":"cold","cast":"somatic, verbal","action":"2","area":"15-foot emanation centered on you","saving throw":"basic Fortitude","duration":"1 minute","description":"You supercool the nearby air, forming a cloud of dancing ice crystals in an emanation around you. A creature other than you that enters the area or ends its turn within the area takes 2d6 cold damage. A creature can take this damage only once per turn. The crystals scatter and refract light; if a light effect enters diamond dust’s area, any creatures that effect goes on to affect gain a +2 status bonus to AC and saves against it. While the spell persists, you can activate or deactivate this aura by using a single action, which has the concentrate trait. You can Dismiss this spell.\n\n **Heightened (+2)** The damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=524","name":"Dimensional Steps","traits":["uncommon","conjuration","teleportation","wizard"],"type":"Focus","level":4,"legacy content":"    ","source":"Core Rulebook pg. 406 4.0","cast":"somatic","action":"1","range":"20 feet","description":"You teleport to a location up to 20 feet away within your line of sight.\n\n **Heightened (+1)** The distance you can teleport increases by 5 feet.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1781","name":"Disperse into Air","traits":["uncommon","air","cleric","focus","manipulate","polymorph"],"type":"Focus","level":4,"source":"Player Core pg. 372","domain":"air","cast":"","action":"reaction","trigger":"You take damage from an enemy or a hazard","description":"After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn't run out while you were dispersed."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=627","name":"Door to Beyond","traits":["conjuration"],"type":"Focus","level":4,"legacy content":" ","source":"Gods & Magic pg. 119 2.0","domain":"void","cast":"somatic, verbal","action":"2","range":"5 feet","area":"20-foot emanation","saving throw":"Fortitude","duration":"1 minute","description":"Striking at thin air, you create hairline cracks in an unoccupied adjacent space that lead somewhere outside reality. Air rushes through the cracks, drawing Large or smaller creatures and objects of light Bulk or less toward the center. Large or smaller creatures in the area must attempt a Fortitude save at the start of their turn; creatures that move into the area must attempt the save on entering. \n \n **Success** The creature is unaffected. \n **Failure** The creature is pulled 10 feet toward the door. \n **Critical Failure** The creature is pulled 20 feet toward the door. \n \nThe cracks of the door to beyond are too thin for anything to fully slip through, but decompressive effects deal 4d6 slashing damage to any creature or object that ends its turn in the door’s space. You are unaffected by your own door to beyond. You can Dismiss the spell.\n\n **Heightened (+1)** The damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1849","name":"Downpour","traits":["uncommon","cleric","concentrate","focus","manipulate","water"],"type":"Focus","level":4,"source":"Player Core pg. 381","domain":"water","cast":"","action":"2","range":"120 feet","area":"30-foot burst","duration":"1 minute","description":"You call forth a torrential downpour, which extinguishes non-magical flames. Creatures in the area are concealed and gain fire resistance 10. Creatures outside the area are concealed to those inside the area. If a creature with weakness to water ends its turn in the area, the downpour triggers its weakness.\n\n **Heightened (+1)** The fire resistance increases by 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=526","name":"Dread Aura","traits":["uncommon","aura","emotion","enchantment","fear","mental","wizard"],"type":"Focus","level":4,"legacy content":"       ","source":"Core Rulebook pg. 406 4.0","cast":"somatic, verbal","action":"2","area":"30-foot-radius emanation","duration":"sustained up to 1 minute","description":"You emit an aura of terror. Foes in the area are frightened 1 and unable to reduce the condition.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1797","name":"Dreamer's Call","traits":["uncommon","cleric","concentrate","focus","illusion","incapacitation","manipulate","mental"],"type":"Focus","level":4,"source":"Player Core pg. 374","domain":"dreams","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"until the end of the target's next turn","description":"You create a vivid, illusory daydream drawn from the images of the target's dreams. The daydream appears in an unoccupied space in range, and you attempt to draw the target toward it. \n \n **Critical Success** The target is unaffected. \n **Success** The target's attention wavers. It becomes fascinated by the daydream. \n **Failure** The target is fascinated with the daydream and pursues a course of action you choose as its first action after you Cast the Spell: approach the daydream, run away from it (as the fleeing condition), Release what it's holding as an offering, or Drop Prone in obeisance. \n **Critical Failure** As failure, but the target follows the course of action for as many actions as possible for the spell's duration, and does nothing else."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=603","name":"Dust Storm","traits":["air","conjuration","nonlethal"],"type":"Focus","level":4,"legacy content":"   ","source":"Gods & Magic pg. 114 2.0","domain":"dust","cast":"somatic, verbal","action":"2","range":"120 feet","area":"20-foot-radius burst","duration":"1 minute","description":"You call forth a swirling storm of dust. The dust storm obscures vision, with the effect of obscuring mist. The dust also makes the air unbreathable; creatures in the area must hold their breath, though wearing a scarf or similar clothing over the mouth increases the time the creature can hold its breath to 5 rounds. Creatures entering or starting their turn in the dust storm take 1d6 slashing damage. Creatures that have the water trait or that are made primarily of liquid take double damage.\n\n **Heightened (+2)** The damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=605","name":"Dutiful Challenge","traits":["abjuration"],"type":"Focus","level":4,"legacy content":" ","source":"Gods & Magic pg. 114 2.0","domain":"duty","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","duration":"1 minute","description":"As you challenge an enemy, you take some of its attention away from your allies. The target takes a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than you, and you take a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than the target. Each time a creature other than you uses a hostile action that affects the challenged enemy, the enemy can attempt a Will save. On a success, the enemy no longer takes the penalty against that creature. You can Dismiss the spell, and it ends automatically if you or the target is defeated.\n\n **Heightened (+3)** The status penalties increase by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=617","name":"Ectoplasmic Interstice","traits":["necromancy"],"type":"Focus","level":4,"legacy content":" ","source":"Gods & Magic pg. 117 2.0","domain":"soul","cast":"somatic, verbal","action":"2","range":"30 feet","area":"15-foot emanation","duration":"sustained up to 1 minute","description":"You force the Material and Ethereal Planes to partially overlap, creating a zone that causes incorporeal and spiritual entities to take on many of the aspects of corporeal creatures. Within the ectoplasmic interstice, incorporeal creatures cannot pass through solid objects or corporeal creatures, and they can manipulate and attempt Strength-based checks against physical creatures and objects. An incorporeal PC or other creature with a normal Strength modifier simply uses that modifier, but if the creature had a Strength modifier of –5, like most incorporeal monsters, it uses a +4 modifier instead, increasing its Athletics modifier by 9 accordingly. Attacks against creatures that are within the interstice overcome resistances as if they were by ghost touch weapons.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=527","name":"Elemental Tempest","traits":["uncommon","evocation","metamagic","wizard"],"type":"Focus","level":4,"legacy content":"    ","source":"Core Rulebook pg. 406 4.0","cast":"verbal","action":"1","description":"Your spellcasting surrounds you in a storm of elemental energy. If the next action you take is to Cast a Spell from your wizard spell slots that's an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take 1d6 damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage from both elemental tempest and the other spell against foes who take damage from both before applying bonuses, penalties, resistance, weakness, and the like.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1819","name":"Enduring Might","traits":["uncommon","cleric","focus","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 377","domain":"might","cast":"","action":"reaction","trigger":"An attack or effect would deal damage to you","description":"Your own might mingles with divine power to protect you from harm. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.\n\n **Heightened (+1)** The resistance increases by 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1897","name":"Energy Absorption","traits":["uncommon","focus","wizard"],"type":"Focus","level":4,"source":"Player Core pg. 387","cast":"","action":"reaction","trigger":"An effect would deal acid, cold, electricity, or fire damage to you","description":"You're used to mitigating the damage done by bombs, siege engines, and magical artillery. You gain resistance 15 to your choice of acid, cold, electricity, or fire damage from the triggering effect. The resistance applies only to the triggering effect's initial damage.\n\n **Heightened (+1)** The resistance increases by 5."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=601","name":"Ephemeral Hazards","traits":["illusion","mental","visual"],"type":"Focus","level":4,"legacy content":"   ","source":"Gods & Magic pg. 113 2.0","domain":"delirium","cast":"material, somatic, verbal","action":"3","range":"60 feet","duration":"1 minute","description":"You create illusory hazards, such as spinning blades or a puddle of acid, in four 10-foot-by-10-foot spaces within range. The hazards are merely a mental projection, and a creature receives a Will save each time it touches a hazard or is occupying one’s space at the start of its turn. Depending on the result, the creature takes 4d6 mental damage and might have difficulty moving through the area. A creature can take this damage only once per turn, even if it moves through several hazards. Choose bludgeoning, slashing, piercing, acid, cold, electricity, fire, or sonic damage when you cast ephemeral hazards; resistances and weaknesses to those damage types apply if the target thinks they do, as judged by the GM. You can freely choose the appearance and damage type of each hazard as long as its appearance reflects the type of damage it deals (for instance, a hazard that deals piercing damage might take the form of sharpened spikes). \n \n **Critical Success** The creature is unaffected by the hazards and no longer needs to attempt Will saves against them. \n **Success** The creature realizes the hazards aren’t real but still takes half damage from them; on future Will saves against the hazards, the creature continues to use this result unless it rolls a critical success. \n **Failure** The target takes full damage and treats the square as difficult terrain. \n **Critical Failure** The target takes double damage and cannot pass through a square containing a hazard.\n\n **Heightened (+1)** The damage increases by 1d6.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1793","name":"Eradicate Undeath","traits":["uncommon","cleric","concentrate","focus","manipulate","vitality"],"type":"Focus","level":4,"source":"Player Core pg. 374","domain":"death","cast":"","action":"2","area":"30-foot cone","defense":"basic Fortitude","description":"A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 vitality damage.\n\n **Heightened (+1)** The damage increases by 1d12."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1168","name":"Euphoric Renewal","traits":["rare","cleric","necromancy"],"type":"Focus","level":4,"legacy content":"   ","source":"Dark Archive pg. 142","domains":"death, death (apocryphal)","cast":"somatic, verbal","action":"2","duration":"10 minutes","description":"You view death not as an ending but a beginning, and you delight in dancing on its edge. Each time you gain the dying condition and then regain consciousness while under the effect of euphoric renewal, you gain three benefits. \r\n * You're quickened on your next turn. You can use the extra action only to Stand.\r\n * You gain a +1 circumstance bonus to saves for 1 minute.\r\n * You gain 8 temporary Hit Points that last for 1 minute.\r\n\r\n\r\n\n **Heightened (+1)** The number of temporary HP increases by 2.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=599","name":"Fallow Field","traits":["necromancy","negative"],"type":"Focus","level":4,"legacy content":"  ","source":"Gods & Magic pg. 113 2.0","domain":"decay","cast":"somatic, verbal","action":"2","range":"60 feet","area":"15-foot emanation","saving throw":"Will","duration":"sustained up to 1 minute","description":"A sickly yellow light fills the area as entropic forces prevent healing. When a creature within the area would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a Will save. \n \n **Critical Success** The creature regains the full number of Hit Points that would be restored by the healing effect, and is temporarily immune for 1 minute. \n **Success** The creature regains the full number of Hit Points that would be restored. \n **Failure** The creature regains only half the number of Hit Points that would be restored. \n **Critical Failure** The creature does not regain Hit Points from the healing effect.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=832","name":"Familiar Form","traits":["uncommon","polymorph","transmutation"],"type":"Focus","level":4,"legacy content":"   ","source":"PFS Guide pg. 49","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You transform into a Tiny animal that commonly serves as a spellcaster's familiar. You gain the effects of the spell pest form, heightened to the level of familiar form you cast. However, you can transform into only a bat, cat, raven, snake, or other Tiny animal of a type that you have seen serve as a spellcaster's familiar. \n \n While in this form, despite the restrictions from polymorph battle forms, you retain the ability to cast spells of 1st level or lower but only those without material components. You still can't make any Strikes or other attacks in pest form, as normal.\n\n **Heightened (6th)** You retain the ability to cast spells of 2nd level or lower, rather than 1st, but still only those without material components. Additionally, the duration of familiar form increases to 10 minutes. \n **Heightened (8th)** You retain the ability to cast spells of 3rd level or lower, rather than 1st, but still only those without material components. Additionally, the duration of familiar form increases to 10 minutes.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1258","name":"Fearful Feast","traits":["uncommon","fear","mental","necromancy"],"type":"Focus","level":4,"legacy content":"    ","source":"Abomination Vaults Hardcover pg. 211, Pathfinder #165: Eyes of Empty Death pg. 65","cast":"somatic","action":"reaction","trigger":"A creature within range becomes frightened.","range":"30 feet","targets":"the triggering creature","saving throw":"Will","duration":"varies","description":"You open your mouth wide and inhale sharply; you draw in the bravery, self-confidence, and hope to which the frightened target clings and then strip away the target's false assumption that these fragile emotions can save them from the oblivion of terror. \n \n You deal 6d4 mental damage to the creature, which must attempt a Will saving throw. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage; you regain Hit Points equal to half the damage the target takes. \n **Critical Failure** The creature’s frightened condition increases by 1 (to a maximum of frightened 4) and it takes double damage; you regain Hit Points equal to half the damage the target takes.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1805","name":"Flame Barrier","traits":["uncommon","cleric","concentrate","focus"],"type":"Focus","level":4,"source":"Player Core pg. 375","domain":"fire","cast":"","action":"reaction","trigger":"An effect would deal fire damage to you or an ally within range","range":"60 feet","targets":"one creature that would take fire damage from the triggering effect","description":"You swiftly deflect incoming flames. The target gains fire resistance 15 against the triggering effect.\n\n **Heightened (+2)** The resistance increases by 5."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=613","name":"Font of Serenity","traits":["abjuration","emotion","mental"],"type":"Focus","level":4,"legacy content":"   ","source":"Gods & Magic pg. 116 2.0","domain":"repose","cast":"somatic, verbal","action":"2","range":"30 feet","area":"15-foot emanation","duration":"1 minute","description":"A divine beacon radiates serenity, soothing nearby allies. Allies within the area gain a +1 status bonus to saving throws against emotion effects. An ally can touch the font as an Interact action; if they do so, the spell attempts to counteract one emotion effect affecting the ally of the ally’s choice, after which that emotion effect is temporarily immune for 1 day. If the spell succeeds at the counteract check, it removes the emotion effect from your ally, though not from any other creatures the effect might be affecting.\n\n **Heightened (+4)** The bonus increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1766","name":"Fortissimo Composition","traits":["uncommon","bard","concentrate","focus","spellshape"],"type":"Focus","level":4,"source":"Player Core pg. 370","cast":"","action":"free","description":"You call upon your muse to greatly increase the benefits you provide with your courageous anthem, rallying anthem, or song of strength composition. If your next action is to cast one of these compositions, attempt a Performance check. The DC is usually the highest Will DC of the composition's targets, but the GM can assign a different DC based on the circumstances. The effect of your composition depends on the result of your check. \n \n **Critical Success** The status bonus from your composition increases to +3. \n **Success** The status bonus from your composition increases to +2. \n **Failure** Your composition provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=611","name":"Foul Miasma","traits":["disease","necromancy"],"type":"Focus","level":4,"legacy content":"  ","source":"Gods & Magic pg. 115 2.0","domain":"plague","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature affected by a disease","saving throw":"Will","duration":"1 minute","description":"You multiply the disease within a creature, drawing it into an infectious mist outside their body where it can spread to other creatures. The target must attempt a Will save. If the target is willing, it can choose to take the effects of critical failure. \n \n **Critical Success** The target receives the benefit of a successful save against the lowest-level disease affecting it. \n **Success** The target is unaffected. \n **Failure** One randomly chosen disease affecting the target fills the air in a 15-foot emanation centered on the target. For the spell’s duration, any creature that enters or ends its turn within the area is exposed to that disease. \n **Critical Failure** As failure, except the miasma contains all the diseases affecting the target.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=607","name":"Ghostly Transcription","traits":["illusion","visual"],"type":"Focus","level":4,"legacy content":"  ","source":"Gods & Magic pg. 115 2.0","domain":"glyph","cast":"material, somatic","action":"2","range":"30 feet","targets":"1 creature","duration":"1 minute","description":"Glowing letters assemble in the air, providing a transcription of the target’s speech in all languages you speak. For the spell’s duration, any words spoken aloud by the target are spelled out in letters in front of them. When you Cast the Spell, you can choose whether these letters are visible to all creatures or only certain creatures you specify. Any words the target mouths silently are similarly spelled out, allowing the target to communicate silently or in areas where sound doesn’t carry. This even allows the target to provide verbal casting components in such areas, but only if you choose to make the letters visible to all creatures. Furthermore, any of the target’s auditory abilities can affect creatures even in areas where sound does not carry as long as you have made the glyphs visible to them and they have line of sight to the target; in this case, they gain the visual trait. You can Dismiss the spell.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1843","name":"Glimpse the Truth","traits":["uncommon","aura","cleric","focus","manipulate","revelation"],"type":"Focus","level":4,"source":"Player Core pg. 380","domain":"truth","cast":"","action":"1","area":"30-foot emanation","duration":"1 round","description":"Divine insight lets you see things as they are, unveiled by attempts to magically cloak the truth. The GM attempts a secret counteract check against each illusion that is at least partially within the area. Instead of counteracting the illusion, you see through it (for instance, if the check succeeds against an illusory disguise spell, you see the creature's true form but illusory disguise doesn't end). Each time a new illusion comes into the aura during the duration of the spell, the GM attempts a secret counteract check for that illusion.\n\n **Heightened (7th)** You can allow everyone within range of the emanation to see through any illusions you succeed against, not just yourself."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1172","name":"Inevitable Destination","traits":["rare","cleric","conjuration"],"type":"Focus","level":4,"legacy content":"   ","source":"Dark Archive pg. 143","domains":"travel, travel (apocryphal)","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"you and 1 enemy","duration":"2 rounds","description":"You twist the paths of the target, ensuring that each one leads to you. The target attempts a Will saving throw. \n \n **Critical Success** The spell has no effect. \n **Success** Your pull hampers the target's footsteps. It takes a –10-foot circumstance penalty to its Speeds until the end of its next turn. \n **Failure** The target can't move any farther from you than it was when you Cast the Spell, though it can move in such a way that it maintains an equal distance. If you move farther away from the target than the initial distance, the spell ends. The targeted foe can attempt to Escape against your spell DC. If it succeeds, the spell ends. \n **Critical Failure** As failure, plus the target is pulled 10 feet closer to you and falls prone, tripping in its haste to move toward you.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1907","name":"Interdisciplinary Incantation","traits":["uncommon","concentrate","focus","wizard"],"type":"Focus","level":4,"source":"Player Core pg. 388","cast":"","action":"reaction","trigger":"A creature within 30 feet casts an arcane spell","description":"You gather the embers of another caster's spell, using your understanding of unified magic to pick apart their formulas and incantations well enough to imitate the spell yourself, if only for a short time. Until the end of your next turn, you can Cast the triggering Spell by expending a wizard spell slot of the same rank. That caster's spells can't trigger your interdisciplinary incantation again for 24 hours."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1903","name":"Invisibility Cloak","traits":["uncommon","focus","illusion","manipulate","wizard"],"type":"Focus","level":4,"source":"Player Core pg. 388","cast":"","action":"2","duration":"1 minute","description":"You become invisible, with the same restrictions as the 2nd-rank invisibility spell.\n\n **Heightened (6th)** The duration increases to 10 minutes. \n **Heightened (8th)** The duration increases to 1 hour."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=164","name":"Invisibility","traits":["illusion","manipulate","subtle"],"type":"Spell","level":2,"source":"Player Core pg. 339","traditions":["arcane","occult"],"deity":"Norgorber","cast":"","action":"2","range":"touch","targets":"1 creature","duration":"10 minutes","description":"Illusions bend light around the target, rendering it invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.\n\n **Heightened (4th)** The spell lasts 1 minute, but it doesn't end if the target uses a hostile action."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1171","name":"Isolation","traits":["rare","cleric","illusion"],"type":"Focus","level":4,"legacy content":"   ","source":"Dark Archive pg. 143","domains":"darkness, darkness (apocryphal)","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"3 rounds","description":"You summon a tangible manifestation of loneliness to cloak the target from view as surely as if it were wreathed in darkness. The target attempts a Will saving throw. \n \n **Critical Success** The target is unaffected. \n **Success** The target becomes invisible, but only to its allies. Any creature not allied with the target can see it normally. Effects such as see invisibility enable an ally to see the target. The target's allies still know the target is present and can still see all the effects of the target's actions. \n **Failure** As success, except the target also becomes inaudible to its allies and imperceptible to them through any other senses.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1813","name":"Know the Enemy","traits":["uncommon","cleric","focus","fortune","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 376","domain":"knowledge","cast":"","action":"reaction","trigger":"You roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells","description":"You quickly remind yourself of useful information. Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll your check twice and use the better result."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=532","name":"Life Siphon","traits":["uncommon","healing","necromancy","wizard"],"type":"Focus","level":4,"legacy content":"    ","source":"Core Rulebook pg. 407 4.0","cast":"verbal","action":"reaction","trigger":"You expend one of your wizard spell slots to cast a wizard spell of the necromancy school.","description":"You use some of the spell's magic to heal yourself, regaining 1d8 Hit Points per level of the spell.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1799","name":"Localized Quake","traits":["uncommon","cleric","concentrate","earth","focus","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 374","domain":"earth","cast":"","action":"2","area":"15-foot emanation or 15-foot cone","defense":"basic Reflex","description":"You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground takes 4d6 bludgeoning damage with a basic Reflex saving throw. A creature that fails its save also falls prone.\n\n **Heightened (+1)** Increase the damage by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1815","name":"Lucky Break","traits":["uncommon","cleric","concentrate","focus"],"type":"Focus","level":4,"source":"Player Core pg. 376","domain":"luck","cast":"","action":"reaction","trigger":"You fail, but don’t critically fail, a saving throw","description":"Reroll the saving throw and use the better result. You then become temporarily immune for 10 minutes."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1847","name":"Malignant Sustenance","traits":["uncommon","cleric","concentrate","focus","manipulate","void"],"type":"Focus","level":4,"source":"Player Core pg. 380","domain":"undeath","cast":"","action":"2","range":"touch","targets":"1 willing undead creature","duration":"1 minute","description":"You embed a seed of void energy in an undead creature, restoring its unnatural vigor over time. The target gains fast healing 7.\n\n **Heightened (+1)** The fast healing increases by 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=541","name":"Mantis Form","traits":["uncommon","polymorph","transmutation"],"type":"Focus","level":4,"legacy content":"   ","source":"World Guide pg. 71 2.0","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You become a mantis. You gain the effects of insect form, heightened to mantis form’s level, and you can only transform into a mantis.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1817","name":"Mystic Beacon","traits":["uncommon","cleric","focus","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 377","domain":"magic","cast":"","action":"1","range":"30 feet","targets":"1 willing creature","duration":"until the start of your next turn","description":"The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 rank higher than its actual rank. This applies only to initial healing or damage when the spell is cast, not any ongoing effects. The spell otherwise functions at its actual rank. Once the target casts the spell, mystic beacon ends."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1823","name":"Nature's Bounty","traits":["uncommon","cleric","focus","manipulate","plant","vitality"],"type":"Focus","level":4,"source":"Player Core pg. 377","domain":"nature","cast":"","action":"1","requirements":"You have a free hand","description":"A palm-sized raw fruit or vegetable of your choice appears in your open hand. A creature can consume the food with an Interact action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal. If uneaten, the food crumbles to dust after 1 minute.\n\n **Heightened (+1)** The Hit Points restored increase by 6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=836","name":"Ordained Purpose","traits":["uncommon","enchantment","mental"],"type":"Focus","level":4,"legacy content":"   ","source":"Pathfinder #161: Belly of the Black Whale pg. 75","domain":"naga","cast":"somatic, verbal","action":"2","area":"30-foot-radius emanation centered on you","saving throw":"basic Will","description":"You call upon the authority of cosmic forces of order, overwhelming creatures with remorse and agony for acting outside of their station and purpose. Enemies in the area take 4d6 mental damage and must attempt a Will save. A creature that has lost abilities as a result of performing acts anathema to its deity or beliefs (such as a champion who violated their tenets and hasn't atoned) uses the outcome one degree of success worse than the result of its saving throw. At the GM's discretion, a creature currently filling its appointed station and purpose (such as a farmer working in a field or a criminal in the act of committing a crime) uses the outcome one degree of success better than the result of its saving throw.\n \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and must Drop Prone as its first action on its next turn. \n **Critical Failure** The creature takes double damage, must Drop Prone as its first action on its next turn, and can't Stand during its next turn.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=615","name":"Overflowing Sorrow","traits":["emotion","enchantment","incapacitation","mental"],"type":"Focus","level":4,"legacy content":"    ","source":"Gods & Magic pg. 116 2.0","domain":"sorrow","cast":"somatic, verbal","action":"2","area":"15-foot emanation, centered on you","saving throw":"Will","duration":"sustained up to 1 minute","description":"Sadness flows out of you into nearby creatures, blotting out any other thoughts they had. The first time a creature begins its turn in the area or enters the area, it must attempt a Will save. If it later leaves and reenters the area, it uses the same effect as before. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes a –1 status penalty to skill checks and Perception checks as long as it remains in the area. \n **Failure** While the creature is in the area, any emotion effects of lower counteract level than overflowing sorrow are suppressed, and whenever the creature attempts to use an emotion action or cast an emotion spell, it must succeed at a DC 11 flat check or the action or spell is disrupted. \n **Critical Failure** As failure, but the creature cannot use emotion actions or spells.\n\n **Heightened (+2)** When you Cast the Spell, you can choose to increase the area by 5 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1194","name":"Path of Least Resistance","traits":["uncommon","divination"],"type":"Focus","level":4,"legacy content":"  ","source":"Dark Archive pg. 185","cast":"verbal","action":"1","description":"You trace several possible routes, quickly resetting the timeline until you find the safest one. Choose three spaces you could reach with two Stride actions. Each must be at least 20 feet from the other two. You Stride twice to one of the spaces, determined randomly by the GM from among the paths you chose. If some of the paths contain a hidden danger, such as a trap that you would trigger by walking into the trap's affected area, the GM doesn't consider this path when randomly determining which one you take, but if all options have a hidden danger, the GM randomly chooses between all three paths. This movement doesn't trigger reactions.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1831","name":"Perfected Body","traits":["uncommon","cleric","concentrate","focus"],"type":"Focus","level":4,"source":"Player Core pg. 378","domain":"perfection","cast":"","action":"reaction","trigger":"You fail or critically fail a saving throw against an effect that has the morph, poison, or polymorph trait, or that would make you clumsy, doomed, enfeebled, petrified, or sickened","description":"Your body's perfection keeps you just a little bit healthier than most. You get a failure if you rolled a critical failure or a success if you rolled a failure."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1851","name":"Precious Metals","traits":["uncommon","cleric","focus","manipulate","metal"],"type":"Focus","level":4,"source":"Player Core pg. 381","domain":"wealth","cast":"","action":"1","range":"touch","targets":"1 metal shield or weapon, 1 suit of metal armor, or up to 1 Bulk of metal material (such as coins or metal-tipped ammunition)","duration":"1 minute","description":"Your deity blesses base metals to transform them into precious materials. The metal in the target transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel. If the spell's rank is 8th or higher, add adamantine and dawnsilver to the options. If you transform an object into copper, gold, or silver, its Hardness is reduced to 1. Otherwise, its Hardness is increased to 10 if it was lower. An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to cold iron would deal additional damage to a creature with a weakness to cold iron. It can have other effects of the new material at the GM's discretion. \n \n This change is clearly magical and temporary, so the item's monetary value doesn't change; you couldn't transmute copper coins to gold and use them to purchase something.\n\n **Heightened (+1)** If you increase the Hardness of the object, the new Hardness is 2 higher."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1833","name":"Protector's Sphere","traits":["uncommon","aura","cleric","concentrate","focus","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 379","domain":"protection","cast":"","action":"2","area":"15-foot emanation","duration":"sustained up to 1 minute","description":"A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while in the aura.\n\n **Heightened (+1)** The resistance increases by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1785","name":"Pulse of Civilization","traits":["uncommon","cleric","concentrate","focus","manipulate","scrying"],"type":"Focus","level":4,"source":"Player Core pg. 372","domain":"cities","cast":"","action":"2","range":"25 miles","duration":"8 hours","description":"You tap into the zeitgeist of any settlements in range. You learn the names of the settlements. On all Lore checks to Recall Knowledge about those settlements or to Gather Information in or about those settlements, you gain a +2 status bonus and use your level as your proficiency bonus even if you're untrained. When you Cast the Spell, you can immediately Recall Knowledge about one of the settlements using its Lore skill (such as Absalom Lore), which benefits from the bonus. If you cast pulse of civilization again, any previous casting ends.\n\n **Heightened (5th)** The range is 100 miles. \n **Heightened (7th)** The range is 500 miles and the bonus is +3."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1173","name":"Purifying Veil","traits":["rare","cleric","evocation","good","water"],"type":"Focus","level":4,"legacy content":"     ","source":"Dark Archive pg. 143","domains":"water, water (apocryphal)","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 Large or smaller creature","duration":"1 minute","description":"Drawing on the purifying powers of water, you call forth a veil of fine water droplets suffused with holy energy. The veil surrounds the target. Everything on each side of the veil is concealed from creatures on the opposite side, but the water doesn't impede attacks or movement across the veil. If the target moves through the veil, it takes 4d6 good damage with a basic Will save. If the target leaves the veil, the spell ends.\n\n **Heightened (+1)** The good damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1809","name":"Rebuke Death","traits":["uncommon","cleric","concentrate","focus","healing","manipulate","vitality"],"type":"Focus","level":4,"source":"Player Core pg. 376","domain":"healing","cast":"to","action":"1","actionMax":"3","area":"20-foot emanation","targets":"1 living creature per action spent to Cast this spell","description":"You snatch creatures from the jaws of death, restoring them without the strain of a typical close call. You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent. Each target regains 3d6 Hit Points. If the target had the dying condition, coming back from dying due to this healing doesn't increase its wounded condition.\n\n **Heightened (+1)** Increase the healing by 1d6.","components":["to"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=625","name":"Remember the Lost","traits":["divination","mental"],"type":"Focus","level":4,"legacy content":"  ","source":"Gods & Magic pg. 119 2.0 \nPFS Note For the purposes of Society play, remove the final sentence of remember the lost which states “A creature that truly knows no one who died with any sort of grievance to that creature is immune to this effect.”","domain":"vigil","cast":"somatic, verbal","action":"2","area":"30-foot-radius emanation centered on you","saving throw":"basic Will","description":"You call upon the lost and forgotten, assailing your foes’ minds with the memories of those who died with a grievance toward them. Enemies in the area take 6d6 mental damage (basic Will save) and are frightened 1 on a critical failure. If you know the names of anyone murdered or grievously wronged by an enemy in the area, you can chant those victims’ names when you cast the spell to improve the clarity of the visions, increasing the damage to the corresponding enemy from 6d6 to 6d10; you can do so for multiple enemies if you know victims of each enemy. The visions are personal to each foe in the area, and you can’t use this spell to discern a murderer by guessing a name. A creature that truly knows no one who died with any sort of grievance to that creature is immune to this effect.\n\n **Heightened (+1)** The damage increases by 2d6 (or 2d10 to an enemy when you name a specific victim).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1381","name":"Repel Metal","traits":["uncommon","focus","manipulate","metal"],"type":"Focus","level":4,"source":"Rage of Elements pg. 145","domain":"metal","cast":"","action":"reaction","trigger":"A Strike with a metallic weapon or projectile would hit you or an ally within range","range":"60 feet","targets":"the creature targeted by the triggering Strike","description":"You call forth a repelling field. The target gains a +2 circumstance bonus to AC against the triggering attack. If the attack then misses, you direct the Strike back at the attacker, who compares the attack roll to their own AC. The target then becomes immune to this spell for 10 minutes."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1827","name":"Retributive Pain","traits":["uncommon","cleric","focus","manipulate","mental","nonlethal"],"type":"Focus","level":4,"source":"Player Core pg. 378","domain":"pain","cast":"","action":"reaction","trigger":"A creature in range damages you","range":"30 feet","targets":"the triggering creature","defense":"basic Fortitude","description":"You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the triggering damage."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=629","name":"Roar of the Wyrm","traits":["auditory","emotion","enchantment","mental"],"type":"Focus","level":4,"legacy content":"    ","source":"Gods & Magic pg. 119 2.0","domain":"wyrmkin","cast":"somatic, verbal","action":"2","targets":"30-foot emanation","saving throw":"Will","duration":"varies","description":"You channel the might of dragons into your voice, letting out a roar that engenders respect in dragonkind but that instills fear in most other creatures. The impressive roar grants you a +2 circumstance bonus to Diplomacy checks for 10 minutes against dragons that were in the area at the time of casting. All enemies within the area other than dragons must attempt a Will save; to these enemies, roar of the wyrm is a fear effect. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is frightened 1. \n **Failure** The creature is frightened 2. \n **Critical Failure** The creature is frightened 3 and fleeing for 1 round. \n \n Roar of the wyrm affects non-dragon creatures with deep ties to dragonkind (such as a barbarian with the draconic instinct, a sorcerer with the draconic bloodline, or a member of a culture that reveres dragons) as if they had the dragon trait. The GM decides if a creature is aligned enough with dragonkind to be affected in this way.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1895","name":"Rune of Observation","traits":["uncommon","concentrate","focus","wizard"],"type":"Focus","level":4,"source":"Player Core pg. 387","cast":"","action":"1","duration":"1 hour","description":"You inscribe an invisible eye-shaped rune in the air, creating a sensor as clairvoyance. When created, this eye must be in your line of sight. \n \n Each time the spell's duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=40","name":"Clairvoyance","traits":["concentrate","manipulate","scrying"],"type":"Spell","level":4,"source":"Player Core pg. 320","traditions":["arcane","occult"],"cast":"1 minute","range":"500 feet","duration":"10 minutes","description":"You create an invisible floating eye at a location within range (even if it's outside your line of sight or line of effect). The eye can't move, but you can see in all directions from that point as if using your normal visual senses.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1040","name":"Runic Impression","traits":["uncommon","evocation","magus"],"type":"Focus","level":4,"legacy content":"   ","source":"Secrets of Magic pg. 143 1.1","cast":"somatic","action":"1","range":"touch","targets":"you or one weapon you're wielding","duration":"1 minute","description":"Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: corrosive, flaming, frost, ghost touch, returning, shock, or thundering. If you cast runic impression on a weapon, this spell ends if you cease holding the weapon. \n \n If this spell would give a weapon more property runes than its normal maximum, one of the existing property runes (you choose) is suppressed until the spell ends. For unarmed attacks, if this spell would give you more property runes than you could have from handwraps of mighty blows, one of the existing property runes is similarly suppressed.\n\n **Heightened (8th)** Add keen to the list of runes you can choose as well as the greater types of corrosive, flaming, frost, shock, and thundering.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1835","name":"Safeguard Secret","traits":["uncommon","cleric","concentrate","focus","manipulate","mental"],"type":"Focus","level":4,"source":"Player Core pg. 379","domain":"secrecy","cast":"","action":"2","range":"30 feet","targets":"you and any number of willing allies","duration":"1 hour","description":"You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know, such as “the location of the stolen treasure” or “the password to enter the guild house.” The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically Deception checks) to conceal this knowledge, to saving throws against spells that specifically attempt to obtain this knowledge from them, and to effects that would force them to reveal it. \n \n If you Cast this Spell again, any previous safeguard secret you had cast ends."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1174","name":"Shaken Confidence","traits":["rare","cleric","emotion","enchantment","mental","misfortune"],"type":"Focus","level":4,"legacy content":"      ","source":"Dark Archive pg. 143","domains":"confidence, confidence (apocryphal)","cast":"verbal","action":"reaction","trigger":"An enemy within 30 feet of you critically fails an attack roll, Perception check, or skill check","saving throw":"Will","duration":"varies","description":"You mock the target for all its failings, twisting its self-confidence into doubt. The enemy attempts a Will saving throw. \n \n **Success** The target is unaffected. \n **Failure** The target is briefly shaken and unsure of its abilities. It must roll twice and take the worse result on the next roll of the same type as the critical failure that triggered the spell (such as the target's next Acrobatics check if the spell's trigger was a critical failure on an Acrobatics check). If the target doesn't attempt any qualifying checks, the spell ends at the end of the target's next turn.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1825","name":"Shared Nightmare","traits":["uncommon","cleric","concentrate","emotion","focus","incapacitation","manipulate","mental"],"type":"Focus","level":4,"source":"Player Core pg. 377","domain":"nightmares","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"Merging minds with the target, you swap distressing visions. One of you will become confused, based on the target's Will save. \n \n **Critical Success** You are confused for 1 round. \n **Success** At the start of your next turn, you spend your first action with the confused condition, then act normally. \n **Failure** The target spends the first action of each of its turns confused. The duration is 1 minute. \n **Critical Failure** The target is confused. The duration is 1 minute."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1905","name":"Shifting Form","traits":["uncommon","concentrate","focus","morph","wizard"],"type":"Focus","level":4,"source":"Player Core pg. 388","cast":"","action":"1","duration":"1 minute","description":"You change your body to better suit the moment. You gain one of the following abilities of your choice. You can Dismiss this spell. \r\n * You gain a 20-foot status bonus to your Speed.\r\n * You gain a climb or swim Speed equal to half your Speed.\r\n * You gain darkvision.\r\n * You gain a pair of claws. These are agile finesse unarmed\r\n * tacks that deal 1d8 slashing damage.\r\n * You gain scent 60 feet (imprecise).\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1899","name":"Spiral of Horrors","traits":["uncommon","aura","concentrate","emotion","fear","focus","manipulate","mental","wizard"],"type":"Focus","level":4,"source":"Player Core pg. 388","cast":"","action":"2","area":"30-foot emanation","duration":"sustained up to 1 minute","description":"Shades and spirits howl and whirl around you in a display that strikes fear into the hearts of all who witness it. Enemies in the area are frightened 1 and can't reduce their frightened value below 1 for the spell's duration."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=623","name":"Stasis","traits":["incapacitation","transmutation"],"type":"Focus","level":4,"legacy content":"  ","source":"Gods & Magic pg. 118 2.0","domain":"time","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature or up to 1 Bulk of objects","saving throw":"Will","duration":"varies","description":"The flow of time congeals around an object or creature, holding it in place. The target must attempt a Will save (an unattended object automatically critically fails its save). \n \n **Critical Success** The target is unaffected. \n **Success** The target is stunned 1 as time thickens around it. \n **Failure** Time ceases to pass for the target for 1 round. It is invulnerable to all damage, it cannot be targeted or affected by anything, and no rounds elapse for any timed durations, conditions, afflictions, and other effects it has. While in stasis, the target can’t be moved, and it remains fixed in place, defying gravity if need be. \n **Critical Failure** As failure, but the target is held in stasis for 3 rounds. At the end of each of its turns, it can attempt a Will save to reduce the remaining duration by 1 round or end it entirely on a critical success.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1859","name":"Stormwind Flight","traits":["uncommon","air","concentrate","druid","focus","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 382","cast":"","action":"2","duration":"1 minute","description":"Powerful winds carry you through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground, as gentle landing.\n\n **Heightened (6th)** When you fly using stormwind flight, you ignore difficult terrain from wind."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=621","name":"Swarm Form","traits":["polymorph","transmutation"],"type":"Focus","level":4,"legacy content":"  ","source":"Gods & Magic pg. 118 2.0","domain":"swarm","cast":"somatic, verbal","action":"2","duration":"5 minutes","description":"You discorporate into a swarm of Tiny creatures. While in swarm form, you have the swarm trait and you gain resistance 5 to slashing and piercing damage and weakness 5 to area and splash damage. You can fit into spaces only a few inches wide, moving your constituent creatures through the gap. You don’t gain the swarm mind ability, so you are still affected normally by mental effects. As a swarm, you can’t speak, cast spells, use manipulate actions requiring your hands, activate your magic items, or make any of your Strikes with your normal body. You can Dismiss the Spell.\n\n **Heightened (+2)** Increase your resistances and weaknesses each by 5.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1811","name":"Take its Course","traits":["uncommon","cleric","concentrate","focus","fortune"],"type":"Focus","level":4,"source":"Player Core pg. 376","domain":"indulgence","cast":"","action":"2","range":"touch","targets":"1 creature","defense":"Will","description":"When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. This spell attempts to progress a disease affliction, a poison affliction, or persistent poison damage affecting the target. If the target is affected by more than one of these, choose from among those you are aware of; otherwise, the GM chooses randomly. An unwilling target can attempt a Will save to negate take its course. \n \n The effect of this spell depends on whether you're attempting to end an affliction or persistent poison damage, and whether you are attempting to help or hinder the target's recovery. \r\n * **Affliction** The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a –2 status penalty to its saving throw against the affliction.\r\n * **Persistent Poison** You can cause the target to take the persistent poison damage immediately when you Cast this Spell (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the persistent poison damage. You can set the DC of that flat check to 5 or 20 instead of the normal DC.\r\n\r\n\r\n\n **Heightened (7th)** You can attempt to progress any number of the target's eligible afflictions and persistent poison damage."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1803","name":"Tempt Fate","traits":["uncommon","cleric","focus","fortune","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 375","domain":"fate","cast":"","action":"reaction","trigger":"You or an ally within range attempts a saving throw","range":"120 feet","targets":"the triggering creature","description":"You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure. \n \nIf the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don't expend the Focus Point for Casting this Spell.\n\n **Heightened (8th)** The bonus on the saving throw is +2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1347","name":"Tireless Worker","traits":["concentrate","focus","healing","manipulate"],"type":"Focus","level":4,"source":"Rage of Elements pg. 97, Pathfinder #148: Fires of the Haunted City pg. 65","domain":"toil","cast":"","action":"2","range":"30 feet","targets":"1 creature","duration":"sustained up to 1 minute","description":"You suppress your choice of one of the following conditions that's affecting the target: clumsy, encumbered, enfeebled, or fatigued. If you don't remove the effect that caused the condition, the condition returns after the spell's duration expires."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1821","name":"Touch of the Moon","traits":["uncommon","cleric","focus","light","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 377","domain":"moon","cast":"","action":"1","range":"touch","targets":"1 creature","duration":"1 minute","description":"When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns. \r\n * **New Moon** The target receives no benefit.\r\n * **Waxing Moon** The target gains a +1 status bonus to attack rolls and a +4 status bonus to damage rolls.\r\n * **Full Moon** The target gains a +1 status bonus to attack rolls, AC, and saves, and a +4 status bonus to damage.\r\n * **Waning Moon** The target gains a +1 status bonus to AC and saving throws. After this phase, return to the new moon.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=831","name":"Transcribe Moment","traits":["uncommon","evocation"],"type":"Focus","level":4,"legacy content":"  ","source":"PFS Guide pg. 45","cast":"material, somatic","action":"2","description":"You instantly create a small, permanent scroll that contains a magically precise written description of your current surroundings in every direction. Any creature who spends 1 minute to read the scroll—written in a language of your choice that you know— immediately sees and experiences your surroundings during the moment that you recorded (including whatever events transpired that round) exactly as you experienced it. This depiction records only what you can sense yourself. For example, if you can't see invisible creatures, the depiction doesn't reveal them even to a reader who could normally see them; a reader can't use their Perception to notice details you missed, but they can attempt a check to Recall Knowledge based on what they just experienced if they have knowledge that you lack. You can have multiple scrolls from transcribe moment in existence at the same time, up to a number equal to your Intelligence modifier. If you Cast the Spell again while already at the maximum number of scrolls, choose one of the current scrolls to lose its magic, then create the new one.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1839","name":"Traveler's Transit","traits":["uncommon","cleric","concentrate","focus","manipulate"],"type":"Focus","level":4,"source":"Player Core pg. 379","domain":"travel","cast":"","action":"2","duration":"5 minutes","description":"You add power to your muscles, allowing you to swim or climb walls with ease. When you Cast this Spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed.\n\n **Heightened (5th)** You can choose to gain a fly Speed."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1841","name":"Trickster's Twin","traits":["uncommon","cleric","concentrate","focus","illusion","manipulate","visual"],"type":"Focus","level":4,"source":"Player Core pg. 380","domain":"trickery","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"1 minute","description":"You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can see and that mimics all your actions. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target believes you're in the designated location and can't see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn't make sense in the illusion's position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a hostile action against the target, the spell ends. \n **Failure** As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs. \n **Critical Failure** As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1801","name":"Unity","traits":["uncommon","cleric","concentrate","focus","fortune"],"type":"Focus","level":4,"source":"Player Core pg. 375","domain":"family","cast":"","action":"reaction","trigger":"You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw","range":"30 feet","targets":"each ally targeted by the triggering spell","description":"You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1837","name":"Vital Luminance","traits":["uncommon","aura","cleric","focus","light","manipulate","vitality"],"type":"Focus","level":4,"source":"Player Core pg. 379","domain":"sun","cast":"","action":"1","duration":"1 minute","description":"Drawing life force into yourself, you become a beacon of vitality. You glow with bright light in a 30-foot emanation (and dim light to the next 30 feet), and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, increase your reservoir by 4. \n \n If an undead creature damages you with an attack or spell while it's within the bright light of your aura, that creature takes vitality damage equal to half your luminance reservoir value. It takes this damage only the first time it damages you in a round. \n \n You can Dismiss this Spell. When you do, you can target a creature within your light and direct the vitality energy into it. The target must be a willing living creature or an undead creature. This heals a living target or deals vitality damage to an undead target equal to your luminance reservoir's value. If you Cast this Spell again, any previous casting ends.\n\n **Heightened (+1)** Both the initial value of your luminance reservoir and the amount it increases each turn increase by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1198","name":"Waking Dream","traits":["enchantment","mental"],"type":"Focus","level":4,"legacy content":"  ","source":"Dark Archive pg. 207","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Will","duration":"sustained up to 1 minute","description":"You cloud the target's mind with vivid, dreamlike imagery, so they have difficulty distinguishing real threats from imagined ones. \n \n **Critical Success** The target is unaffected. \n **Success** The target is distracted by the visions and treats all other creatures as concealed for 1 round, and you can't Sustain the Spell to increase the duration. \n **Failure** The target is confused. In addition to the creatures present, the target might also attack wildly at thin air, attempting to fend off the dreams. It can attempt a new save at the end of each of its turns to end the confusion. Even if the confused effect ends early, the target treats all other creatures as concealed for 1 round. \n **Critical Failure** As failure, but the target gets no save to end the effect early.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1177","name":"Weaponize Secret","traits":["rare","cleric","divination","mental"],"type":"Focus","level":4,"legacy content":"    ","source":"Dark Archive pg. 143","domains":"secrecy, secrecy (apocryphal)","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"up to 3 creatures","saving throw":"Will","duration":"1 minute or until discharged","description":"You understand that holding a secret is in itself a kind of power. Each target must attempt a Will save. \n \n **Success** The target is unaffected. \n **Failure** A rune symbolizing a secret the target is keeping (at the GM's discretion) appears floating in front of you. If that creature attempts a Strike or spell attack against you while you hold their secret, you can discharge the rune as a reaction to deal 7d6 mental damage to the creature. \n **Critical Failure** As failure, but the target becomes convinced you know their secret and takes 1d6 persistent mental damage from worry. If the rune with the secret is discharged while the creature is still taking the persistent mental damage, the persistent mental damage immediately ends.\n\n **Heightened (+1)** The mental damage increases by 2d6, and the persistent mental damage on a critical failure increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=489","name":"Wild Winds Stance","traits":["uncommon","air","evocation","monk","stance"],"type":"Focus","level":4,"legacy content":"     ","source":"Core Rulebook pg. 402 4.0","cast":"somatic","action":"1","duration":"until you leave the stance","description":"You take on the stance of the flowing winds, sending out waves of energy at a distance. You can make wind crash unarmed Strikes as ranged Strikes against targets within 30 feet. These deal 1d6 bludgeoning damage, use the brawling group, and have the agile, nonlethal, propulsive, and unarmed traits. Wind crash Strikes ignore concealment and all cover. \n \n While in wild winds stance, you gain a +2 circumstance bonus to AC against ranged attacks.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1178","name":"Wind Whispers","traits":["rare","cleric","enchantment","linguistic","mental"],"type":"Focus","level":4,"legacy content":"     ","source":"Dark Archive pg. 144","domains":"air, air (apocryphal)","cast":"1 hour (material, somatic, verbal)","range":"1 mile","description":"You call forth numerous breezes in which you weave gossip, whispering subtly into the ears of those around. Choose a rumor or information you wish to spread, which may or may not be true, about a single subject. Those within range of the spell overhear the rumor at some point over the next hour, though they'll be unable to pin it down to a source. Attempt a check with a modifier equal to your spell DC – 10 against a hard DC for your level. The GM might modify the DC depending on how plausible the rumor is. Repeated castings to spread the same rumor or information have no effect unless circumstances have substantially changed, as determined by the GM. \n \n **Critical Success** Your rumor spreads far and wide, and it's at the tip of people's tongues. For 1 week, anyone who succeeds at a check to Gather Information on the specific subject learns your rumor in preference to other rumors about the subject. Skill checks to convince people that the rumor is true get a +2 circumstance bonus. \n **Success** Enough people take note of the rumor that it begins to spread, though those who heard the rumor aren't necessarily convinced. For 1 week, anyone who succeeds at a check to Gather Information on the specific subject adds your rumor to the list of rumors they could learn about the subject, and skill checks to convince people that the rumor is true get a +1 circumstance bonus. \n **Failure** Most in the area dismiss the rumor as wild gossip and pay it little mind, granting no effect. \n **Critical Failure** The winds' gossip is misinterpreted and spreads information contradictory to the rumor you were attempting to spread. A contradictory rumor spreads, and skill checks to convince others that your original rumor is true take a –2 circumstance penalty.","components":["1 hour (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1419","name":"Wood Walk","traits":["uncommon","concentrate","focus","manipulate","wood"],"type":"Focus","level":4,"source":"Rage of Elements pg. 199","domain":"wood","cast":"","action":"2","duration":"sustained up to 1 minute","description":"Wood shapes itself according to your will readily, making staircases appear as you climb up the side of a tree, automatically weaving vines into ladders, or lowering branches to lift you up to the top. Move up to your Speed in any direction or along any surface, so long as there are living plants or trees of size Large or larger within 15 feet of you. The wood allows you to move but doesn't protect you from hazardous terrain or other dangers. \n \n Each time you Sustain this spell, you can move again in the same way.\n\n **Heightened (8th)** The duration of this spell becomes 10 minutes. You no longer need to Sustain the spell to extend its duration, but you can Sustain it to move as described."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1807","name":"Word of Freedom","traits":["uncommon","cleric","concentrate","focus","mental"],"type":"Focus","level":4,"source":"Player Core pg. 375","domain":"freedom","cast":"","action":"1","range":"30 feet","targets":"1 creature","duration":"1 round","description":"You utter a liberating word of power that frees a creature. You suppress one of the following conditions of your choice: confused, frightened, grabbed, paralyzed, or restrained. The target isn't affected by the chosen condition, and if you suppress the grabbed or restrained condition, the target automatically breaks free from the grab or restraint when you Cast the Spell. \n \n If you don't remove the effect that provided the condition, the condition returns after the spell ends. For example, if a spell was making the target confused for 1 minute, word of freedom would let the target act normally for a round, but the confused condition would return afterward."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1179","name":"Wordsmith","traits":["rare","cleric","transmutation"],"type":"Focus","level":4,"legacy content":"   ","source":"Dark Archive pg. 144","domains":"knowledge, knowledge (apocryphal)","cast":"material, somatic, verbal","action":"3","range":"touch","targets":"1 document written by a single author and comprised of written text in a single language","duration":"until the next time you Refocus","description":"You're a devotee of knowledge with an unmatched command of the language used to spread that knowledge, and you can reshape the written word into a form more understandable to your audience. The language of the target's written text shifts to a language you know. This shift doesn't change the text's contents beyond minor translation differences, nor does it grant the reader any understanding of the original language.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1853","name":"Zeal for Battle","traits":["uncommon","cleric","concentrate","emotion","focus","fortune","mental"],"type":"Focus","level":4,"source":"Player Core pg. 381","domain":"zeal","cast":"","action":"reaction","trigger":"You and at least 1 ally are about to roll initiative","range":"10 feet","targets":"you and the triggering ally","description":"You stoke the righteous anger within yourself and an ally. You and the target ally each roll a d20 and use the higher result for both your initiative rolls. You each still use your own Perception modifier or other statistic to determine your results."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=492","name":"Abyssal Wrath","traits":["uncommon","evocation","sorcerer"],"type":"Focus","level":5,"legacy content":"   ","source":"Core Rulebook pg. 402 4.0","bloodline":"demonic","cast":"somatic, verbal","action":"2","area":"60-foot cone","saving throw":"basic Reflex","description":"You evoke the energy of an Abyssal realm. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below. **Abyssal Wrath** \r\n\r\n| **1d4** | **Realm** | **Manifestation** | **Damage Type** |\r\n| :---: | :---: | :---: | :---: |\r\n| 1 | Skies | Bolts and lightning and flying debris | Bludgeoning and electricity |\r\n| 2 | Depths | Acid and demonic shells | Acid and slashing |\r\n| 3 | Frozen | Frigid air and ice | Bludgeoning and cold |\r\n| 4 | Volcanic | Jagged volcanic rocks and magma | Fire and piercing |\r\n \nYou deal 4d6 damage of each of the corresponding damage types to each creature in the cone (8d6 total damage).\n\n **Heightened (+1)** The damage for each type increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=496","name":"Arcane Countermeasure","traits":["uncommon","abjuration","sorcerer"],"type":"Focus","level":5,"legacy content":"   ","source":"Core Rulebook pg. 403 4.0","bloodline":"imperial","cast":"somatic","action":"reaction","trigger":"A creature within range that you can see Casts a Spell.","range":"120 feet","targets":"the spell cast by the triggering creature","description":"You undermine the target spell, making it easier to defend against. You reduce the spell's level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it. \n \n You can't reduce the spell's level below its minimum. For example, a 5th-level cone of cold would remain 5th-level, but a 5th-level fireball would become 4th-level. Targets still gain all the other benefits, even if you don't reduce the spell's level.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=497","name":"Celestial Brand","traits":["uncommon","curse","necromancy","sorcerer"],"type":"Focus","level":5,"legacy content":"    ","source":"Core Rulebook pg. 403 4.0","bloodline":"angelic","cast":"somatic","action":"1","range":"30 feet","targets":"1 evil creature","duration":"1 round","description":"A blazing symbol appears on the target, cursing it to face divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a good creature damages it, the good creature deals an additional 1d4 good damage. The target is then temporarily immune for 1 minute.\n\n **Heightened (+2)** The good damage increases by 1.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=852","name":"Cleansing Flames","traits":["uncommon","fire","healing","necromancy","sorcerer"],"type":"Focus","level":5,"legacy content":"     ","source":"Pathfinder #168: King of the Mountain pg. 74","bloodline":"phoenix","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","description":"You wrap the target in purifying flames. You can attempt to counteract a single poison or non-curse effect imparting the clumsy, dazzled, enfeebled, fatigued, frightened, paralyzed, sickened, or stupefied condition. The target can choose to empower the flames with their life force, becoming drained 1 (or increasing their drained value by 1, if already under the condition) to grant you a +1 circumstance bonus to your counteract check.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=780","name":"Consuming Darkness","traits":["uncommon","evocation","shadow","sorcerer"],"type":"Focus","level":5,"legacy content":"    ","source":"Advanced Player's Guide pg. 235 2.0","bloodline":"shadow","cast":"somatic, verbal","action":"2","area":"10-foot emanation","targets":"enemies in the area","saving throw":"Reflex","duration":"sustained up to 1 minute","description":"Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time each turn you Sustain the Spell, the radius increases by 5 feet. Each enemy that enters the area or begins its turn in the area takes 2d6 negative damage and must attempt a Reflex save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature sinks partially into the shadow, taking half damage and a –5-foot circumstance penalty to its Speeds for as long it remains in the area. \n **Failure** As success, but the creature takes full damage and a –10-foot circumstance penalty. \n **Critical Failure** The creature is absorbed into the shadows, where it can be seen below the surface; it takes double damage and is immobilized for 1 round or until it Escapes.\n\n **Heightened (+1)** The damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1876","name":"Curse of Death","traits":["uncommon","concentrate","curse","death","focus","hex","manipulate","void","witch"],"type":"Focus","level":5,"source":"Player Core pg. 384","lesson":"lesson of death","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Fortitude","duration":"sustained up to 1 minute","description":"Your patron wraps a hand around your target's heart. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to all curses of death for 1 day. \n **Critical Success** The target is unaffected. \n **Success** The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1. \n **Failure** The target is afflicted with the curse of death at stage 1. \n **Critical Failure** The target is afflicted with the curse of death at stage 2. **Curse of Death** (curse, death, void) This curse ends when the spell ends; **Stage 1** 4d6 void damage and fatigued (1 round); **Stage 2** 8d6 void damage and fatigued (1 round); **Stage 3** 12d6 void damage and fatigued (1 round); **Stage 4** death\n\n **Heightened (+1)** Increase the void damage taken on a success and during the first three stages of the curse by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=662","name":"Dance of Darkness","traits":["uncommon","darkness","evocation"],"type":"Focus","level":5,"legacy content":"   ","source":"Advanced Player's Guide pg. 193 2.0","cast":"somatic, verbal","action":"2","duration":"varies","description":"You dance, Striding up to half your Speed. At either the start or end of your Stride, you create an area of magical darkness in a 10-foot burst centered on your location. This area is filled with magical darkness that works the same way as that created by a darkness spell of the same level. When you create the darkness, attempt a Performance check to dance, with a standard DC for your level, to determine the duration of the darkness. \n \n **Critical Success** 1 minute \n **Success** 2 rounds \n **Failure** 1 round","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=501","name":"Dragon Wings","traits":["uncommon","morph","sorcerer","transmutation"],"type":"Focus","level":5,"legacy content":"    ","source":"Core Rulebook pg. 403 4.0","bloodlines":"draconic, wyrmblessed","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is faster. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. You can increase the Focus Point cost by 1 to gain the effects of dragon claws as long as the wings last.\n\n **Heightened (8th)** The duration increases to 10 minutes.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=503","name":"Elemental Blast","traits":["uncommon","evocation","sorcerer"],"type":"Focus","level":5,"legacy content":"   ","source":"Core Rulebook pg. 404 4.0","bloodline":"elemental","cast":"somatic, verbal","action":"2","range":"30 feet (burst only)","area":"10-foot-radius burst, 30-foot cone, or 60-foot line","saving throw":"basic Reflex","description":"You gather elemental energy and blast your foes in one of the various listed shapes of your choosing, dealing 8d6 bludgeoning damage (or fire damage if your element is fire). This spell has your element's trait.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=782","name":"Establish Ward","traits":["uncommon","abjuration","sorcerer"],"type":"Focus","level":5,"legacy content":"   ","source":"Advanced Player's Guide pg. 236 2.0","bloodline":"nymph","cast":"somatic, verbal","action":"2","area":"30-foot burst","duration":"1 minute","description":"You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make nature's wrath Strikes by commanding plants, wind, rocks, and other natural features to attack enemies. These are melee Strikes that use your spell attack modifier, can target any creature within the ward, and deal 3d8 bludgeoning, piercing, or slashing damage. \n \n Upon Casting the Spell, you can immediately make a single nature's wrath Strike. You are quickened while inside the ward, and can use the additional action only to make nature's wrath Strikes. You are slowed 1 while outside the area.\n\n **Heightened (+2)** The area increases by 5 feet, and the Strikes deal an additional 1d8 damage.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=510","name":"Fey Glamour","traits":["uncommon","illusion","sorcerer"],"type":"Focus","level":5,"legacy content":"   ","source":"Core Rulebook pg. 404 4.0","bloodline":"fey","cast":"somatic, verbal","action":"2","range":"30 feet","area":"30-foot burst or","targets":"up to 10 creatures","duration":"10 minutes","description":"You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour's range and duration.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=811","name":"Glacial Heart","traits":["rare","evocation","hex","witch"],"type":"Focus","level":5,"legacy content":"    ","source":"Legends pg. 32","lesson":"lesson of the frozen queen","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Fortitude","duration":"1 minute","description":"Ice and bone-deep cold assail the target, freezing it from the inside out. The frosty assault deals 10d6 cold damage, subject to the target's Fortitude save. After the effects are resolved, the target is temporarily immune for 1 day. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage and is slowed 1 for 1 round. The spell ends.\n \n **Failure** The target takes full damage, is slowed 1, and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure), to a maximum of slowed 4. On a success, the slowed condition decreases by 1. If at any point the slowed condition is reduced to 0, the spell ends. \n Once a creature's actions are reduced to 0 by this slowed condition, the creature is completely encased in ice. It continues making saves against glacial heart, possibly allowing it to reduce its slowed condition enough that it can act. This ice has Hardness 4 and 8 Hit Points, and its DC to Force Open is your spell DC. Breaking the ice frees the creature and ends the spell. If someone other than the target breaks the ice from outside, the target is stunned 1 and takes any damage dealt by the breaking effect in excess of the ice's Hit Points. \n **Critical Failure** As failure, but the target takes double damage and is initially slowed 2.\n\n **Heightened (+1)** Increase the cold damage by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=512","name":"Grasping Grave","traits":["uncommon","necromancy","sorcerer"],"type":"Focus","level":5,"legacy content":"   ","source":"Core Rulebook pg. 404 4.0","bloodline":"undead","cast":"somatic, verbal","action":"2","range":"60 feet","area":"20-foot radius on the ground","saving throw":"Reflex","description":"Hundreds of skeletal arms erupt from the ground in the area, clawing at creatures within and attempting to hold them in place. The skeletal arms deal 6d6 slashing damage. Each creature in the area must attempt a Reflex save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and a –10-foot circumstance penalty to its Speeds for 1 round. \n **Critical Failure** The creature takes double damage and is immobilized for 1 round or until it Escapes.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=513","name":"Hellfire Plume","traits":["uncommon","evil","evocation","fire","sorcerer"],"type":"Focus","level":5,"legacy content":"     ","source":"Core Rulebook pg. 405 4.0","bloodline":"diabolic","cast":"somatic, verbal","action":"2","range":"60 feet","area":"10-foot radius, 60-foot-tall cylinder","saving throw":"basic Reflex","description":"You call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil damage.\n\n **Heightened (+1)** The fire damage increases by 1d6, and the evil damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1872","name":"Hunter's Vision","traits":["uncommon","concentrate","focus","ranger"],"type":"Focus","level":5,"source":"Player Core pg. 384","cast":"","action":"1","range":"30 feet","targets":"1 hunted pray","duration":"10 minutes","description":"Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your Hunt Prey benefits even if it wouldn't normally be due to lighting or the concealed or invisible conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the concealed condition, and the target isn't automatically hidden from you due to darkness or being invisible."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=396","name":"Litany against Sloth","traits":["uncommon","champion","evocation","good","litany"],"type":"Focus","level":5,"legacy content":"     ","source":"Core Rulebook pg. 388 4.0","cast":"verbal","action":"1","range":"30 feet","targets":"1 creature that isn't holy","saving throw":"Will","duration":"1 round","description":"Your litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. A particularly slothful creature, such as a Sloth Demon, uses the outcome one degree of success worse than the result of its saving throw. The target becomes temporarily immune to all of your litanies for 1 minute. \n \n **Critical Success** The target is unaffected. \n **Success** The target can't use reactions. \n **Failure** The target can't use reactions and is slowed 1. \n **Critical Failure** The target can't use reactions and is slowed 2.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=735","name":"Litany of Self-Interest","traits":["uncommon","champion","enchantment","evil","litany","mental"],"type":"Focus","level":5,"legacy content":"      ","source":"Advanced Player's Guide pg. 229 2.0","cast":"verbal","action":"1","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"1 round","description":"You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't care about its limitations can voluntarily fail the save. The target then becomes temporarily immune to all your litanies for 1 minute. \n \n **Success** The target is unaffected. \n **Failure** The target gains a +2 status bonus to attack rolls, Perception checks, saving throws, and skill checks. The target can't Aid other creatures, consider any creature an ally, or use spells or abilities that directly benefit another creature (as determined by the GM), even if they also benefit the target. Other creatures allied with the spell's target can still consider the target an ally and affect it accordingly.\n\n **Heightened (8th)** The status bonus increases to +3.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1771","name":"Ode to Ouroboros","traits":["uncommon","bard","composition","concentrate","focus"],"type":"Focus","level":5,"source":"Player Core pg. 371","cast":"","action":"reaction","trigger":"A creature’s dying condition would reach the value at which they would die","range":"60 feet","targets":"the triggering creature","description":"Your ode staves off death. The target's dying condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its dying condition, such as disintegrate and death effects."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1182","name":"Over the Coals","traits":["rare","hex","mental","necromancy","witch"],"type":"Focus","level":5,"legacy content":"     ","source":"Dark Archive pg. 159","lesson":"lesson of bargains","cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You accuse the target of breaking its word to you and invoke the wrath of your patron to claim what's due, demanding the target pay you in currency, fulfill an order, or stand down. The demand can't be obviously self-destructive, or the spell fails. If the target resists, you take your payment from its life force. The target must attempt a Will save. Regardless of the result of its save, the target is temporarily immune for 1 day. \n \n **Critical Success** The target is unaffected and is immune to your pact broker cantrips for 1 day. \n **Success** If the target doesn't comply with your request by the end of its next turn, it takes 3d8 persistent negative damage. If it later complies, the spell automatically ends. \n **Failure** As success, but if the target doesn't comply, it is drained 1 and takes 6d8 persistent negative damage. \n **Critical Failure** As success, but if the target doesn't comply, it is drained 2, doomed 1, and takes 6d8 persistent negative damage. Even if the target completes your commands later, the spell doesn't end until all the conditions end.\n\n **Heightened (9th)** You can target up to two creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1885","name":"Restorative Moment","traits":["uncommon","concentrate","focus","hex","manipulate","witch"],"type":"Focus","level":5,"source":"Player Core pg. 385","lesson":"lesson of renewal","cast":"","action":"2","range":"30 feet","targets":"1 creature","description":"Your patron weaves the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any doomed and drained conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1299","name":"Rewrite Possibility","traits":["uncommon","divination","fortune","mental","prediction","sorcerer"],"type":"Focus","level":5,"legacy content":"      ","source":"Stolen Fate Player's Guide pg. 15","bloodline":"harrow","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","duration":"1 minute","description":"You continually glimpse into the target's future and nudge fate to guide them toward the best possible outcome. Due to the amount of information this spell requires you to process, you can't have more than one rewrite possibility spell in effect at a time. Casting it again ends the previous casting. While rewrite possibility is in effect, the target gains a +1 status bonus to initiative rolls. In addition, you gain the following reaction. \n \n **Rewrite Possibility** |reaction|","trigger":"The target fails a check","effect":" The target rolls again with a +2 status bonus and uses the higher result.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=664","name":"Shadow Jump","traits":["uncommon","conjuration","shadow","teleportation"],"type":"Focus","level":5,"legacy content":"    ","source":"Advanced Player's Guide pg. 193 2.0","cast":"somatic, verbal","action":"2","requirements":"You are in dim light or darkness","range":"120 feet","description":"You instantly transport yourself from one shadow to another. Teleport yourself and any items you're wearing and holding from your current space to a clear space you can see that's in dim light or darkness and within range. You can transport your familiar with this spell, but if shadow jump would bring any other creature with you—even if you're carrying the creature in an extradimensional container—the spell is disrupted.\n\n **Heightened (8th)** When you arrive at your destination, you can become invisible until the end of your next turn or until you are no longer in an area of dim light or darkness, whichever comes first. The invisibility is an illusion effect.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=817","name":"Shall Not Falter, Shall Not Rout","traits":["rare","healing","necromancy"],"type":"Focus","level":5,"legacy content":"   ","source":"Legends pg. 69","cast":"verbal","action":"1","duration":"1 minute","description":"Calling out the fifth line of the Crimson Oath, you seal your most grievous injuries with a stroke of your blade. The first time each round that you Strike with your weapon and deal damage to a foe, you recover a number of HP equal to twice shall not falter, shall not rout's level. This healing can't raise your current HP above half of your maximum HP.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=787","name":"Shepherd of Souls","traits":["uncommon","healing","necromancy","sorcerer"],"type":"Focus","level":5,"legacy content":"    ","source":"Advanced Player's Guide pg. 236 2.0","bloodline":"psychopomp","cast":"verbal","action":"reaction","trigger":"A living creature within 30 feet takes damage.","range":"30 feet","area":"1 creature","description":"You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces the damage by twice the number of Hit Points sacrificed. If this reduction exceeds the amount of damage, the target recovers Hit Points equal to the excess amount.\n\n **Heightened (+2)** The maximum number of Hit Points you can sacrifice increases by 5.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=833","name":"Spellmaster's Ward","traits":["uncommon","abjuration"],"type":"Focus","level":5,"legacy content":"  ","source":"PFS Guide pg. 49","cast":"to material, somatic, verbal","action":"1","actionMax":"3","duration":"sustained up to 1 minute","description":"You create one or more glowing protective runes that revolve around you. For each additional action you use when Casting the Spell, increase the number of runes you create by one, to a maximum of three runes for 3 actions. When you next take damage from a spell, a rune is expended to prevent 2d6 of that spell's damage. If damage from the triggering spell remains, additional runes are expended until the damage is completely negated, or until all runes have been spent, whichever comes first.\n\n **Heightened (+1)** Each rune prevents an additional 1 damage.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=825","name":"Steal the Sky","traits":["uncommon","air","evocation"],"type":"Focus","level":5,"legacy content":"   ","source":"Impossible Lands pg. 225, Pathfinder #158: Sixty Feet Under pg. 79","cast":"verbal","action":"reaction","trigger":"You make a successful unarmed Strike against a flying creature.","targets":"the creature you hit","saving throw":"Fortitude","description":"You deny a flying creature the support of the air. \n \n **Critical Success** The creature is unaffected. \n **Success** The target descends 60 feet. If it hits a surface, it takes bludgeoning damage as if it had fallen. \n **Failure** As success, and if the target hits a surface, it falls prone and can't Fly, levitate, or otherwise leave the ground for 1 minute. \n **Critical Failure** As failure, and the creature takes double damage from hitting a surface.\n\n **Heightened (+1)** Increase the distance the creature must descend by 20 feet.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1777","name":"Symphony of the Unfettered Heart","traits":["uncommon","bard","composition","concentrate","focus"],"type":"Focus","level":5,"source":"Player Core pg. 371","cast":"","action":"2","range":"30 feet","targets":"you or 1 ally","description":"Your symphony lifts listeners from their worldly concerns. Attempt a Performance check to counteract an effect applying one of the following conditions to the target: grabbed, immobilized, paralyzed, restrained, slowed, or stunned. If you fail, you can't target the same effect on the target for 1 day. Use the condition's source to determine the counteract DC (for example, the Escape DC for grabbed).\n\n **Heightened (9th)** You can target up to four creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1873","name":"Terrain Transposition","traits":["uncommon","concentrate","focus","manipulate","ranger","teleportation"],"type":"Focus","level":5,"source":"Player Core pg. 384","cast":"","action":"2","range":"90 feet","description":"You mystically transpose your current location with another. While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within range. If you have Favored Terrain and both your starting and ending position are in your favored terrain, the range increases to 180 feet. If you have an animal companion and it is adjacent to you, you can transport it along with you to an adjacent open space, but if this spell would bring any other creature with you, even in an extradimensional container, the spell is lost."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1244","name":"Unblinking Flame Aura","traits":["uncommon","divination","fire","healing"],"type":"Focus","level":5,"legacy content":"    ","source":"Impossible Lands pg. 222","cast":"verbal","action":"1","duration":"1 minute","description":"You focus your sight inside and call on your inner fire to grant you warmth, steady your vision, and soothe your body. You recover 15 Hit Points. For the duration, you gain a +2 status bonus on Perception checks and resistance 10 to cold.\n\n **Heightened (+1)** You recover an additional 3 Hit Points, and the resistance to cold increases by 2.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1249","name":"Unbreaking Wave Vapor","traits":["uncommon","abjuration","water"],"type":"Focus","level":5,"legacy content":"   ","source":"Impossible Lands pg. 223","cast":"verbal","action":"reaction","trigger":"You're targeted by an attack made by an attacker you can see.","description":"You're concealed against the triggering attack and gain a +2 circumstance bonus to AC against it. After the triggering attack is complete, you can Step if the triggering attack hit or Step twice if the triggering attack missed.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1251","name":"Unfolding Wind Buffet","traits":["uncommon","air","evocation"],"type":"Focus","level":5,"legacy content":"   ","source":"Impossible Lands pg. 223","cast":"verbal","action":"2","description":"You surround your unarmed attacks with the speed and force of air. Make three unarmed Strikes against the same target. If at least one was a successful hit, the target must attempt a Fortitude save or be pushed back 5 feet for each normal hit from the buffet, plus 10 feet for each critical hit. \n \n **Critical Success** The target is unaffected. \n **Success** The target is pushed back half the normal distance. \n **Failure** The target is pushed back the normal distance. \n **Critical Failure** The target is pushed back double the normal distance and then knocked prone.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1255","name":"Untwisting Iron Roots","traits":["uncommon","earth","transmutation"],"type":"Focus","level":5,"legacy content":"   ","source":"Impossible Lands pg. 223","cast":"verbal","action":"1","area":"10-foot emanation","description":"You manipulate the earth beneath your feet to throw your enemies off balance, leaving chunks of rock and rubble behind. Creatures within range take 2d6 bludgeoning damage, with a basic Reflex save; on a failed save, they also fall prone. The affected area becomes difficult terrain, but you can move through the difficult terrain normally.\n\n **Heightened (+1)** The damage increases by 1d6.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=519","name":"Unusual Anatomy","traits":["uncommon","polymorph","sorcerer","transmutation"],"type":"Focus","level":5,"legacy content":"    ","source":"Core Rulebook pg. 405 4.0","bloodline":"aberrant","cast":"somatic","action":"1","duration":"1 minute","description":"You transform your flesh and organs into a bizarre amalgam of glistening skin, rough scales, tufts of hair, and tumorous protuberances. This has three effects: \r\n * You gain resistance 10 to precision damage and resistance 10 to extra damage from critical hits. If the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage. \r\n * You gain darkvision. \r\n * Acid oozes from your skin. Any creature that hits you with an unarmed attack or with a non-reach melee weapon takes 2d6 acid damage.\r\n\r\n\r\n\n **Heightened (+2)** The resistances increase by 5, and the acid damage increases by 1d6.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=490","name":"Wind Jump","traits":["uncommon","air","monk","transmutation"],"type":"Focus","level":5,"legacy content":"    ","source":"Core Rulebook pg. 402 4.0","cast":"verbal","action":"1","duration":"1 minute","description":"You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.\n\n **Heightened (6th)** At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don't fall.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=790","name":"Wish-Twisted Form","traits":["uncommon","sorcerer","transmutation"],"type":"Focus","level":5,"legacy content":"   ","source":"Advanced Player's Guide pg. 237 2.0","bloodline":"genie","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You focus your magic upon an enemy, wishing for their defenses to fail and turning their strengths into weaknesses. The target must attempt one Will saving throw for all of the following effects. \r\n * The target gains weakness 5 to one energy type of your choice.\r\n * The target's resistances are reduced by 5.\r\n * The target takes a –10-foot status penalty to all its Speeds.\r\n * The target takes a –1 status penalty to its saving throws.\r\n\r\n\r\n \n \n **Critical Success** The target is unaffected. \n **Success** The target takes the penalties for 1 round. \n **Failure** The target takes the penalties for 1 minute. \n **Critical Failure** As failure, and the target takes a –1 status penalty to AC for the duration.\n\n **Heightened (+1)** Increase the weakness and the reduction to resistances by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=849","name":"Wronged Monk's Wrath","traits":["uncommon","electricity","evocation","force","monk"],"type":"Focus","level":5,"legacy content":"     ","source":"Pathfinder #166: Despair on Danger Island pg. 77","cast":"to somatic, verbal","action":"1","actionMax":"3","area":"5-foot emanation or more","saving throw":"Reflex","description":"You unleash your ki as a powerful storm of force and lightning, dealing 2d6 force damage and 2d12 electricity damage to creatures in the area. If you use 2 actions to cast the spell, increase the size of the emanation to 10 feet and the damage to 3d6 force damage and 3d12 electricity damage. If you use 3 actions to cast the spell, increase the size of the emanation to 20 feet and the damage to 4d6 force and 4d12 electricity damage. Each creature attempts one basic Reflex save that applies to both types of damage. On a failed save, the creature is deafened for 1 round; on a critical failure, the creature also takes 2d12 persistent electricity damage and is deafened for 1 minute.\n\n **Heightened (+2)** The force damage increases by 1d6 and the electricity damage by 1d12, or 2d6 and 2d12 if you use 2 or 3 actions.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=520","name":"You're Mine","traits":["uncommon","emotion","enchantment","incapacitation","mental","sorcerer"],"type":"Focus","level":5,"legacy content":"      ","source":"Core Rulebook pg. 406 4.0","bloodline":"hag","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"1 round","description":"You manipulate the target's emotions, potentially allowing you to control it for a brief instant. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is stunned 1. \n **Failure** On the target's next turn, it's stunned 1 and you partially control it, causing it to take a single action of your choice. If it has actions left, it can act normally. \n **Critical Failure** The target is controlled for 1 round.\n\n **Heightened (7th)** On a failure, the target is controlled for 1 round. On a critical failure, the target is controlled for up to 1 minute; it receives a new Will save at the end of each of its turns, and on a success, the spell ends.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=743","name":"Ancestral Form","traits":["uncommon","cursebound","oracle","transmutation"],"type":"Focus","level":6,"legacy content":"    ","source":"Advanced Player's Guide pg. 230 2.0","mystery":"ancestors","cast":"somatic, verbal","action":"2","duration":"sustained up to 1 minute","description":"You take the form of your ancestral spirits, becoming invisible and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from Strikes with the ghost touch property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't difficult terrain for you. You can't move through solid objects, but you can float through tiny gaps. You can't Cast Spells (but you can Sustain Spells), activate items, or use actions that have the attack or manipulate trait.\n\n **Heightened (+2)** The resistance increases by 5.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1241","name":"Ash Form","traits":["uncommon","cursebound","oracle","transmutation"],"type":"Focus","level":6,"legacy content":"    ","source":"Pathfinder #185: A Taste of Ashes pg. 81","mystery":"ash","cast":"verbal, somatic","action":"2","duration":"1 minute","description":"You take the form of a cloud of minuscule ash particles. You gain fast healing 3, resistance 10 to piercing and slashing damage, and immunity to bleed, falling damage, and precision damage. You can't move through solid objects, but you can stream through tiny gaps as if they were difficult terrain. Any ability with the air trait that involves blowing or shifting wind (such as gust of wind) deals you 1d6 bludgeoning damage per level of the spell each round you are in its area, in addition to its normal effects.\n\n **Heightened (9th)** The resistance increases to 15.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=393","name":"Champion's Sacrifice","traits":["uncommon","abjuration","champion"],"type":"Focus","level":6,"legacy content":"   ","source":"Core Rulebook pg. 387 4.0","cast":"somatic","action":"reaction","trigger":"An ally is hit by a Strike, or an ally fails a saving throw against an effect that doesn't affect you.","range":"30 feet","targets":"1 ally","description":"You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a fireball, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=749","name":"Claim Undead","traits":["uncommon","cursebound","incapacitation","necromancy","oracle"],"type":"Focus","level":6,"legacy content":"     ","source":"Advanced Player's Guide pg. 230 2.0 \nPFS Note For the purposes of Society play, the Targets entry for the claim undead oracle revelation spell is “1 mindless undead creature”, not “1 undead creature.” The intent of this change is to reduce the prevalence of domination magic on sapient creatures in Society play.","mystery":"bones","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 undead creature","saving throw":"Will","duration":"10 minutes","description":"You attempt to wrest control of a target undead or force it to recognize you as its master. If the target is controlled by another creature, that controller attempts a Will saving throw to retain control; otherwise, the target must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is stunned 1 as it fights off your commands. \n **Failure** The target becomes controlled by you and follows your orders. It (or the creature previously controlling it) can attempt a new Will save at the end of each of its turns, and the spell ends on a success. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. \n **Critical Failure** As failure, but the target (or the creature previously controlling it) receives a new save only if you give it a new order that is against its nature.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=752","name":"Dread Secret","traits":["uncommon","cursebound","divination","emotion","fear","mental","oracle"],"type":"Focus","level":6,"legacy content":"       ","source":"Advanced Player's Guide pg. 231 2.0","mystery":"lore","cast":"material, somatic","action":"2","range":"60 feet","targets":"up to 6 creatures","saving throw":"Will","duration":"until the start of your next turn","description":"You utter a powerful secret at odds with the fundamental nature of the target creatures. Choose a specific resistance or weakness that you believe one or more of the targets have due to Recall Knowledge or previous experience with the targets, such as resistance to fire or weakness to silver. If the information is incorrect for a given target, the spell has no effect on that target. Affected targets must attempt a Will saving throw. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes 1 damage of the type of weakness you chose (thus triggering the creature's weakness), or loses its resistance until the end of your next turn if you chose a resistance. \n **Failure** As success, and the creature becomes frightened 1 from the revelation of its dread secret. \n **Critical Failure** As failure, except the creature is frightened 3.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=753","name":"Flaming Fusillade","traits":["uncommon","cursebound","evocation","fire","oracle"],"type":"Focus","level":6,"legacy content":"     ","source":"Advanced Player's Guide pg. 232 2.0","mystery":"flames","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cast produce flame as part of casting flaming fusillade. For the duration of flaming fusillade, produce flame's casting time is reduced from 2 actions to 1.\n\n **Heightened (9th)** For the duration, you also gain a status bonus to the damage dealt by produce flame equal to flaming fusillade's spell level.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1108","name":"For Love, For Lightning","traits":["uncommon","electricity","evocation"],"type":"Focus","level":6,"legacy content":"   ","source":"Knights of Lastwall pg. 77","cast":"material, somatic, verbal","action":"3","requirements":"You are wielding a sword or spear made partly or wholly of metal","duration":"sustained for up to 1 minute","description":"When you Cast the Spell, you plunge the required weapon into the ground, where it crackles with crimson lightning. When you Cast the Spell, and the first time during each of your subsequent turns that you Sustain the spell, the crimson lightning arcs. When the weapon arcs, one enemy of your choice within 30 feet of the weapon takes 3d12 electricity damage (basic Reflex save). If you Interact to draw the weapon from the ground, the spell ends.\n\n **Heightened (+2)** The damage increases by 1d12.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=754","name":"Heroic Feat","traits":["uncommon","cursebound","divination","mental","oracle"],"type":"Focus","level":6,"legacy content":"     ","source":"Advanced Player's Guide pg. 232 2.0","mystery":"battle","cast":"or somatic, verbal","action":"2","actionMax":"3","description":"You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your mystery provides. When you Cast this Spell, you use the action granted by one common fighter feat from the Core Rulebook or the Advanced Player's Guide (your GM might add feats to this list). If you Cast this Spell using 2 actions, the granted action must be a single action, and if you Cast this Spell using 3 actions, you can instead choose a feat that grants a 2-action activity. The chosen feat's level can be no higher than heroic feat's spell level. The feat can't have a Frequency entry, and you must meet its prerequisites and requirements in order to select it.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=757","name":"Life-Giving Form","traits":["uncommon","cursebound","healing","light","necromancy","oracle","positive"],"type":"Focus","level":6,"legacy content":"       ","source":"Advanced Player's Guide pg. 232 2.0","mystery":"life","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You transcend your physical form, becoming a beacon of healing energy. Your body exudes bright light like a torch. You gain resistance 5 to precision damage and weakness 5 to negative damage, and your unarmed Strikes deal an extra 1d4 positive damage. \n \n You can touch a living creature with an Interact action to restore 6d8 Hit Points to it, and when a creature touches you with an Interact action you can allow it to gain the same healing; either way, the creature becomes temporarily immune to life-giving form's healing for 1 minute. This is a positive healing effect. You can't heal yourself with life-giving form. A creature harmed by positive damage (such as an undead) that touches you or damages you with an unarmed attack or non-reach melee weapon instead takes 3d4 positive damage, and it doesn't become temporarily immune. \n \n You can Dismiss this spell.\n\n **Heightened (+1)** Increase the Hit Points restored with an Interact action by 1d8, the positive damage by 1, and the resistance and weakness by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1197","name":"Manifold Lives","traits":["uncommon","cursebound","divination","emotion","mental","oracle"],"type":"Focus","level":6,"legacy content":"      ","source":"Dark Archive pg. 189","mystery":"time","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You cast a creature's mind back through time, forcing them to take other paths and make other choices, experiencing countless alternate lives in an instant. The creature becomes overwhelmed with regret over paths untraveled, lives unlived, and times unrealized. The creature takes 6d6 mental damage and must attempt a Will save. After the effect is resolved, the target is then temporarily immune for 1 day. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and is stupefied 2 for 1 round. \n **Failure** The creature takes full damage and is stupefied 2 for 1 minute. While affected, the creature must attempt another save at the start of its turn; on a failure, it's slowed 1 for that turn as it sobs uncontrollably. \n **Critical Failure** The creature takes double damage and for 1 minute, it's stupefied 4 and slowed 1 as it sobs uncontrollably.\n\n **Heightened (+1)** The mental damage increases by 1d6. ","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=759","name":"Moonlight Bridge","traits":["uncommon","conjuration","cursebound","light","oracle"],"type":"Focus","level":6,"legacy content":"     ","source":"Advanced Player's Guide pg. 233 2.0","mystery":"cosmos","cast":"somatic, verbal","action":"2","range":"30 feet","duration":"10 minutes","description":"You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the ground on a point within range, and it extends as a horizontal plane, either in a straight line or at any angle up to 45 degrees upward or downward, for up to 120 feet. This bridge has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. You and your allies can cross the bridge normally, but other creatures simply pass through it if they try to do so. The bridge blocks physical, ethereal, and incorporeal attacks from crossing, whether from above or below. You can Dismiss the spell.\n\n **Heightened (+1)** The length of the bridge increases by 20 feet, and its Hit Points increase by 20.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1854","name":"Primal Summons","traits":["uncommon","concentrate","druid","focus"],"type":"Focus","level":6,"source":"Player Core pg. 381","cast":"","action":"free","description":"You enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, metal, water, or wood; the creature you summon gains the corresponding abilities.\r\n * **Air** The creature gains a fly Speed of 60 feet.\r\n * **Earth** The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage.\r\n * **Fire** The creature's Strikes deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water.\r\n * **Metal** The creature's Strikes deal 1d6 extra electricity damage, and it gains resistance 5 to electricity.\r\n * **Water** The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.\r\n * **Wood** The creature gains a climb Speed of 30 feet and resistance 2 to bludgeoning and piercing damage.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=663","name":"Shadow Illusion","traits":["uncommon","auditory","illusion","shadow","visual"],"type":"Focus","level":6,"legacy content":"     ","source":"Advanced Player's Guide pg. 193 2.0","cast":"somatic, verbal","action":"2","range":"500 feet","duration":"sustained","description":"You create a shadowy illusion of a creature or a stationary object, but the illusion can exist only in an area of dim light or darkness. The spell ends if the illusion is ever out of an area of dim light or darkness. If the illusion is an object, it must fit within a 20-foot burst, and the creature can be of any size up to Gargantuan, filling a 20-foot-by-20-foot space. \n \n The object or creature appears to animate naturally; it even generates the appropriate sounds and smells, and feels believable to the touch, though its coloring is always muted. \n \nIf the illusion is a creature, shadow illusion has the effects of an illusory creature spell of the same level, except it deals 3d8 damage, instead of the amount listed in illusory creature.\n\n **Heightened (+2)** The area that an illusory object can fit in increases by 10 feet. The damage of the illusory creature's Strike increases by 1d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1105","name":"Shambling Horror","traits":["uncommon","evil","necromancy"],"type":"Focus","level":6,"legacy content":"   ","source":"Book of the Dead pg. 35","cast":"material, somatic, verbal","action":"3","range":"touch","targets":"1 corpse of a Gargantuan or smaller creature that has a level no greater than your level – 4 and has died since the last sunrise","duration":"10 minutes","description":"You reanimate the corpse of a fallen creature as an undead minion under your control. The reanimated creature is an undead skeleton or zombie. Choose a skeleton or zombie stat block of the same size as the original creature and of a level no higher than the creature's original level. The shambling horror keeps Speeds it had in life, as well as melee Strikes that deal only physical damage. These attacks use the highest attack modifier from the skeleton or zombie you choose. Some of the skeleton's or zombie's abilities might not make sense for the shambling horror, and some abilities the creature had in life might not persist in undeath; the GM makes the final choice of what abilities the horror has. \n \n A shambling horror has the minion trait. You can't control more than one shambling horror at the same time—if you create a new one while one is already under your control, you must choose one to release, causing it to lose the minion trait. Shambling horrors that have been released expire when the spell duration does. After the duration expires, you can cast shambling horror again on the same corpse to animate it once more. However, after the next sunrise, you can no longer animate the corpse as a shambling horror.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=824","name":"Speaking Sky","traits":["uncommon","air","divination"],"type":"Focus","level":6,"legacy content":"   ","source":"Impossible Lands pg. 225, Pathfinder #158: Sixty Feet Under pg. 79","cast":"somatic, verbal","action":"2","duration":"1 round","description":"The air speaks to you. You can precisely sense any motion within 60 feet through vibration and air movement.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=762","name":"Tempest Form","traits":["uncommon","cursebound","oracle","polymorph","transmutation"],"type":"Focus","level":6,"legacy content":"     ","source":"Advanced Player's Guide pg. 233 2.0","mystery":"tempest","cast":"somatic, verbal","action":"2","duration":"sustained up to 1 minute","description":"Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait, except those granted by this spell. You also gain the following effects based on your form.\r\n * **Air** You gain a fly Speed of 20 feet and become invisible while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the manipulate trait.\n\r\n * **Mist** You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is concealed to the targeting creature.\r\n * **Water** You gain a swim Speed of 20 feet and become invisible while you are in the water. You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; if it touches you, this is cumulative with the damage from your major curse.\r\n\r\n\r\n\n **Heightened (+2)** Increase the resistance by 5 and the electricity damage from the charged water form by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1060","name":"Darklight","traits":["uncommon","darkness","evocation","shadow"],"type":"Focus","level":7,"legacy content":"    ","source":"Secrets of Magic pg. 227 1.1","cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"20-foot burst","duration":"1 minute","description":"Shadows pour forth from your eyes, creating a field of darkness that prevents light from emanating within the area. Light doesn't enter the area; any non-magical light sources, such as a torches or lanterns, don't emanate any light while inside the area, even if their light radius would extend beyond the darkness. The spell similarly suppresses magical light of the spell's level or lower. \n \n Light can't pass through, so creatures in the area can't see outside. Even creatures with darkvision (but not greater darkvision) can barely see through the darkness; any creatures seen through the darkness are concealed to them. Creatures with greater darkvision can see through the darkness normally. \n \n Creatures who move into the field or start their turn within the field have some of the life and light sucked out of them, taking 2d6 bludgeoning damage and 2d6 negative damage, with a basic Fortitude save. \n \nWhen you cast this spell, choose up to four allies in the area to spare from darklight's effects. Until the spell ends, they're immune to damage from darklight spells and can see through darklight (but not other darkness) as though they had greater darkvision.\n\n **Heightened (10th)** The bludgeoning and negative damage both increase to 3d6.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1039","name":"Hasted Assault","traits":["uncommon","magus","transmutation"],"type":"Focus","level":7,"legacy content":"   ","source":"Secrets of Magic pg. 143 1.1","cast":"somatic","action":"1","duration":"1 minute","description":"You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=734","name":"Litany of Depravity","traits":["uncommon","champion","evil","evocation","litany"],"type":"Focus","level":7,"legacy content":"     ","source":"Advanced Player's Guide pg. 228 2.0","cast":"verbal","action":"1","range":"30 feet","targets":"1 creature that isn't unholy","duration":"1 round","description":"Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to unholy, then becomes temporarily immune to all your litanies for 1 minute.\n\n **Heightened (+1)** The weakness increases by 1.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=398","name":"Litany of Righteousness","traits":["uncommon","champion","evocation","good","litany"],"type":"Focus","level":7,"legacy content":"     ","source":"Core Rulebook pg. 388 4.0","cast":"verbal","action":"1","range":"30 feet","targets":"1 creature that isn't holy","duration":"1 round","description":"Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to holy. The target then becomes temporarily immune to all of your litanies for 1 minute.\n\n **Heightened (+1)** The weakness increases by 1.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=740","name":"Shadow's Web","traits":["uncommon","evocation","monk"],"type":"Focus","level":7,"legacy content":"   ","source":"Advanced Player's Guide pg. 229 2.0","cast":"somatic, verbal","action":"2","area":"30-foot burst","saving throw":"Fortitude","description":"Grasping darkness surges from you, dealing 14d4 negative damage. Each creature in the area must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and is enfeebled 1 for 1 round. \n **Failure** The creature takes full damage and is enfeebled 2 for 1 round. \n **Critical Failure** The creature takes double damage and is stunned 1, enfeebled 2 for 1 round, and immobilized for 1 round or until it Escapes, whichever comes first.\n\n **Heightened (+1)** The negative damage increases by 2d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1776","name":"Soothing Ballad","traits":["uncommon","bard","composition","concentrate","emotion","focus","healing","manipulate","mental"],"type":"Focus","level":7,"source":"Player Core pg. 371","cast":"","action":"2","range":"30 feet","targets":"you and up to 9 allies","description":"You draw upon your muse to soothe your allies. Choose one of the following three effects: \r\n * The spell attempts to counteract fear effects on the targets.\r\n * The spell attempts to counteract effects imposing paralysis on the targets.\r\n * The spell restores 7d8 Hit Points to the targets.\r\n\r\n\r\n\n **Heightened (+1)** When used to heal, soothing ballad restores 1d8 more Hit Points."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1245","name":"Unblinking Flame Emblem","traits":["uncommon","divination","fire"],"type":"Focus","level":7,"legacy content":"   ","source":"Impossible Lands pg. 223","cast":"(none printed)","action":"1","trigger":"Your last action was a successful Strike against an enemy.","duration":"3 rounds","description":"You emblazon the target with a fiery sigil that projects your sight and your flame onto them, allowing you and your allies to track their movements and making it easier to hit them. Attack rolls against the target gain a +1 status bonus, and successful Strikes against the target deal 1d6 fire damage, and 1d10 persistent fire damage on a critical hit. However, you're flat-footed against other enemies, as the information from the emblem distracts you. The emblem takes your full attention; if you use unblinking flame emblem again before the original duration expires, the new casting replaces the previous casting.\n\n **Heightened (9th)** The fire damage increases to 1d8, and the persistent fire damage on a critical hit increases to 1d12.","components":["(none printed)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1247","name":"Unbreaking Wave Barrier","traits":["uncommon","abjuration","water"],"type":"Focus","level":7,"legacy content":"   ","source":"Impossible Lands pg. 223","cast":"verbal","action":"1","area":"5-foot emanation","saving throw":"Fortitude","duration":"sustained up to 1 minute","description":"You create a protective circle around yourself that repels your foes. You gain a +1 status bonus to AC. Any creature other than you within the area, or attempting to move into the area, must attempt a Fortitude saving throw; a creature needs to attempt the Fortitude saving throw only once each round. If a creature pushed by unbreaking wave barrier would be pushed into a solid barrier or another creature, it stops at that point and takes 2d6 bludgeoning damage for every additional 5 feet it would've been pushed. On subsequent rounds, the first time you Sustain this Spell each round, you can increase the radius of the barrier by 5 feet. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature isn't pushed, but the space within the barrier is difficult terrain for it. \n **Failure** The creature is pushed 10 feet, and the space within the barrier is difficult terrain for it. \n **Critical Failure** The creature is pushed 20 feet and knocked prone, and the space within the barrier is difficult terrain for it.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1250","name":"Unfolding Wind Blitz","traits":["uncommon","air","transmutation"],"type":"Focus","level":7,"legacy content":"   ","source":"Impossible Lands pg. 223","cast":"verbal","action":"2","description":"You blitz forward so quickly that you soar through the air, and nothing can react to you. Fly up to twice your Speed. This movement doesn't trigger reactions. At any point along the way, you can make Strikes with an unarmed attack against up to three different targets within your reach. You increase your multiple attack penalty for these attacks only after completing all of the attacks.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1253","name":"Untwisting Iron Augmentation","traits":["uncommon","earth","transmutation"],"type":"Focus","level":7,"legacy content":"   ","source":"Impossible Lands pg. 223","cast":"verbal","action":"1","duration":"1 minute","description":"Your unarmed attacks are treated as cold iron and silver, they gain the earth trait, and they gain a +1 status bonus to damage rolls per damage die.\n\n **Heightened (9th)** Your unarmed attacks are also treated as adamantine.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1857","name":"Impaling Briars","traits":["uncommon","concentrate","druid","focus","manipulate","plant","wood"],"type":"Focus","level":8,"source":"Player Core pg. 382","cast":"","action":"3","area":"ground within a 100-foot emanation","duration":"sustained up to 1 minute","description":"The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. When you Cast the Spell and the first time you Sustain it each turn on subsequent rounds, select one of the following effects to occur in the area. \r\n * **Ensnare** The briars clump around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is immobilized for 1 round unless it Escapes.\r\n * **Impede** The briars twist and writhe, making the entire area difficult terrain.\r\n * **Wall** A wall of thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain.\r\n\r\n\r\n In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the concentrate and manipulate traits. Make a spell attack roll. On a success, the target takes 10d6 piercing damage and takes a –10- foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is immobilized for 1 round unless it Escapes."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=739","name":"Medusa's Wrath","traits":["uncommon","monk","transmutation"],"type":"Focus","level":8,"legacy content":"   ","source":"Advanced Player's Guide pg. 229 2.0","cast":"somatic, verbal","action":"2","description":"You make an attack filled with a medusa's petrifying power. Make an unarmed Strike with the following additional effects. \n \n **Critical Success** The target is slowed 2 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from medusa's wrath, it is petrified permanently. The spell ends if the creature is petrified or the slowed condition is removed. \n **Success** As critical success, but the target is initially slowed 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=487","name":"Quivering Palm","traits":["uncommon","incapacitation","monk","necromancy"],"type":"Focus","level":8,"legacy content":"    ","source":"Core Rulebook pg. 401 4.0","cast":"somatic, verbal","action":"2","saving throw":"Fortitude","duration":"1 month","description":"Make a melee unarmed Strike. If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the auditory and concentrate traits, to speak a word of death that could instantly slay it. The target must attempt a Fortitude save. \n \nIf you cast quivering palm again, the effects of any quivering palm you had previously cast end. \n \n **Critical Success** The target survives, the spell ends, and the target is then temporarily immune for 24 hours. \n **Success** The target is stunned 1 and takes 40 damage, the spell ends, and the target is then temporarily immune for 24 hours. \n **Failure** The target is stunned 3 and takes 80 damage. The spell's duration continues, but the target is then temporarily immune for 24 hours against being killed by quivering palm. \n **Critical Failure** The target dies.\n\n **Heightened (+1)** The damage increases by 10 on a failure, or 5 on a success.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=483","name":"Empty Body","traits":["uncommon","conjuration","monk","teleportation"],"type":"Focus","level":9,"legacy content":"    ","source":"Core Rulebook pg. 401 4.0","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You turn ethereal, with the effects of ethereal jaunt, but you don't need to concentrate.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=738","name":"Ki Form","traits":["uncommon","monk","polymorph"],"type":"Focus","level":9,"legacy content":"   ","source":"Advanced Player's Guide pg. 229 2.0","cast":"verbal","action":"1","duration":"1 minute","description":"Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your Strikes deal 1d6 additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a light effect. Your corona is a 5-foot emanation that deals 2d6 damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a darkness effect, the corona's glow attempts to counteract the darkness effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the concentrate trait, you can flare your corona out to become a 30-foot emanation. \n \n In your ki form, your emotions surge to the forefront and it's difficult to moderate your attacks. Your weapons and unarmed attacks lose the nonlethal trait. You take a –2 status penalty to saves against emotion effects but gain a +2 status bonus to saves against all other mental effects.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1858","name":"Storm Lord","traits":["uncommon","air","concentrate","druid","electricity","focus","manipulate"],"type":"Focus","level":9,"source":"Player Core pg. 382","cast":"","action":"2","requirements":"You are outdoors and aboveground","area":"100-foot emanation, which includes you","duration":"sustained up to 1 minute","description":"The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. When you Cast the Spell and the first time you Sustain it each turn on subsequent rounds, select one of the following effects to occur in the area. \r\n * **Calm** No additional effect.\r\n * **Fog** Heavy fog rolls in, with the effects of mist.\r\n * **Rain** Torrential rain falls from the sky, dousing ordinary flames. Creatures in the area take a –2 circumstance penalty to Acrobatics and Perception checks.\r\n * **Wind** Powerful winds buffet the area in all directions. Ranged attacks take a –4 circumstance penalty, and the area is difficult terrain for flying creatures.\r\n\r\n\r\n In addition, once per round you can use a single action, which has the concentrate and manipulate traits, to call down a bolt of lightning, striking any target in range that you can see. You deal 10d6 electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also deafened for 1 round."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1246","name":"Unblinking Flame Ignition","traits":["uncommon","divination","fire"],"type":"Focus","level":9,"legacy content":"   ","source":"Impossible Lands pg. 223","cast":"verbal","action":"reaction","trigger":"A foe reduces you to half your Hit Points or fewer.","duration":"3 rounds","description":"You feel the most alive when pushed into a corner, as the insights and vision granted by the flame stoke into overdrive. Your body begins to emit a blazing aura of flames. You gain greater darkvision, low-light vision, and the ability to see invisible creatures. You gain a fly Speed equal to your land Speed as you launch flame from your aura to soar through the sky. You become quickened, and you can use the extra action each round only to Strike or Fly using your flames. Any creature who starts their turn within 5 feet of you takes 1d12 fire damage.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1248","name":"Unbreaking Wave Containment","traits":["uncommon","evocation","incapacitation","water"],"type":"Focus","level":9,"legacy content":"    ","source":"Impossible Lands pg. 223","cast":"verbal","action":"3","range":"30 feet","targets":"up to 4 creatures","duration":"sustained up to 1 minute","description":"You wrap enemies in four strands of water. When you cast the spell, make a spell attack roll against the targets. On a success, they're immobilized until the spell ends or they Escape; on a critical success, they're also restrained until the spell ends or they Escape. Each target that's immobilized or restrained also takes 10d6 bludgeoning damage from the constricting waves, with a basic Fortitude save. The first time each subsequent round when you Sustain the Spell, if all the targets aren't immobilized or restrained, make a spell attack roll against any targets who are free but remain within range, with the same effects as when you cast the spell, immobilizing or restraining them depending on your spell attack roll. Creatures who are immobilized or restrained take 10d6 bludgeoning damage with a basic Fortitude save.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1252","name":"Unfolding Wind Crash","traits":["uncommon","air","evocation","move"],"type":"Focus","level":9,"legacy content":"    ","source":"Impossible Lands pg. 223","cast":"verbal","action":"2","saving throw":"basic Reflex","description":"You jump up to 120 feet in any direction and then deal 18d6 bludgeoning damage to creatures within a 20-foot emanation after you land, with a basic Reflex save. Creatures who critically fail are also knocked prone.\n\n **Heightened (10th)** The damage increases to 20d6.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1254","name":"Untwisting Iron Pillar","traits":["uncommon","abjuration","earth"],"type":"Focus","level":9,"legacy content":"   ","source":"Impossible Lands pg. 223","cast":"verbal","action":"1","duration":"5 rounds","description":"You call upon the earth and your ki to shield you from your enemies. You gain 50 temporary Hit Points that last for the duration or until you lose them, as well as resistance 5 to all physical damage (except adamantine).","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=562","name":"Apex Companion","traits":["uncommon","druid","polymorph","transmutation"],"type":"Focus","level":10,"legacy content":"    ","source":"Pathfinder #150: Broken Promises pg. 77","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 animal companion in your service","duration":"1 minute","description":"You focus on the energies of all members of your animal companion’s species, transforming your animal companion into its apex battle form. Your animal companion gains the following statistics and abilities while in its apex form. \r\n * Your animal companion becomes Huge and its attacks have 15-foot reach. It must have enough space to expand into or the spell is lost. \r\n * 30 temporary Hit Points. \r\n * Darkvision. \r\n * Your animal companion’s attack’s damage dice increase by one step, and its attack gains the deadly d12 trait. \r\n * +10-foot status bonus to its Speeds. \r\n * Ignores difficult terrain and greater difficult terrain.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1765","name":"Fatal Aria","traits":["uncommon","bard","composition","concentrate","death","emotion","focus","mental"],"type":"Focus","level":10,"source":"Player Core pg. 370","cast":"","action":"1","range":"30 feet","targets":"1 creature","description":"You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the target's level and current Hit Points. \n \n **16th or Lower** The target dies instantly. \n **17th** If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1. \n **18th or Higher** The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=394","name":"Hero's Defiance","traits":["uncommon","champion","healing","necromancy","positive"],"type":"Focus","level":10,"legacy content":"     ","source":"Core Rulebook pg. 387 4.0","cast":"verbal","action":"free","trigger":"An attack would bring you to 0 Hit Points.","description":"You shout in defiance, filling you with a sudden burst of healing. Just before applying the attack's damage, you recover 10d4+20 Hit Points. If this is enough to prevent the attack from bringing you to 0 Hit Points, you don't become unconscious or dying. Either way, cheating death is difficult, and you can't use hero's defiance again until you Refocus or the next time you prepare. Hero's defiance cannot be used against effects with the death trait or that would leave no remains, such as disintegrate.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1772","name":"Pied Piping","traits":["uncommon","bard","composition","concentrate","focus","incapacitation","mental","sonic"],"type":"Focus","level":10,"source":"Player Core pg. 371","cast":"","action":"2","area":"5-foot emanation","defense":"Will","duration":"1 minute","description":"Your performance enraptures listeners, compelling them to follow you. Each creature within the emanation must attempt a Will save when you Cast the Spell or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can Sustain the composition to increase the emanation's radius by 5 feet. You can Dismiss the spell. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is fascinated with you. \n **Failure** The creature is fascinated by you and uses all its actions to move toward you and compliment your performance. This effect ends if a hostile action is used against the affected creature. \n **Critical Failure** The target gains the minion trait and is controlled by you. This effect ends if a hostile action is used against the affected creature, or if you direct the creature to use any action that causes it harm."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=563","name":"Song of the Fallen","traits":["uncommon","bard","composition","necromancy"],"type":"Focus","level":10,"legacy content":"    ","source":"Pathfinder #150: Broken Promises pg. 77","cast":"focus, verbal","action":"2","range":"30 feet","targets":"up to 4 dead creatures or up to 4 undead creatures","duration":"sustained up to 1 minute","description":"You chant a dirge or an elegy that either rouses the dead to action or reminds undead that they should lay to rest. \n \n If you target dead creatures, the bodies animate and can continue acting as if they were alive. A creature animated in this way has 60 temporary Hit Points. The animated creatures are slowed 1 but can otherwise act normally. Creatures animated with this spell die again once the spell ends. \n \n If you target undead creatures, each undead must attempt a basic Will save. \n \n **Critical Success** The undead takes 5d6 positive damage. \n **Success** The undead takes 10d6 positive damage and is slowed 1 for 1 round. \n **Failure** The undead takes 100 positive damage and is slowed 1 for 1 minute. \n **Critical Failure** The undead is destroyed.","components":["focus","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=565","name":"Acidic Burst","traits":["acid","evocation"],"type":"Spell","level":1,"legacy content":"  ","source":"Gods & Magic pg. 106 2.0","traditions":["arcane","primal"],"deity":"Geryon","cast":"somatic, verbal","action":"2","area":"5-foot emanation","saving throw":"basic Reflex","description":"You create a shell of acid around yourself that immediately bursts outward, dealing 2d6 acid damage to each creature in the area.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=820","name":"Admonishing Ray","traits":["attack","necromancy","nonlethal"],"type":"Spell","level":1,"legacy content":"   ","source":"Pathfinder #158: Sixty Feet Under pg. 76","traditions":["arcane","divine"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","description":"A ray of energy bludgeons your target into submission without causing lasting harm. When you cast this spell, you choose whether the ray feels like a strong punch or slap. Make a spell attack roll. The ray deals 2d6 bludgeoning damage.\n \n \n **Critical Success** The target takes double damage. \n **Success** The target takes full damage.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=566","name":"Agitate","traits":["enchantment","mental","nonlethal"],"type":"Spell","level":1,"legacy content":"   ","source":"Gods & Magic pg. 106 2.0","traditions":["arcane","occult"],"deity":"Alglenweis","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You send the target's mind and body into overdrive, forcing it to become restless and hyperactive. During the duration, the target must Stride, Fly, or Swim at least once each turn or take 2d8 mental damage that turn; The GM might decide to add additional move actions to the list for creatures who possess only a more unusual form of movement. The duration of this effect depends on the target's Will save. \n \n **Critical Success** The spell has no effect. \n **Success** The duration is 1 round. \n **Failure** The duration is 2 rounds. \n **Critical Failure** The duration is 4 rounds.\n\n **Heightened (+1)** The damage increases by 2d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1438","name":"Air Bubble","traits":["air","concentrate"],"type":"Spell","level":1,"source":"Player Core pg. 314","traditions":["arcane","divine","primal"],"cast":"","action":"reaction","trigger":"A creature within range enters an environment where it can't breathe.","range":"60 feet","targets":"the triggering creature","duration":"1 minute","description":"A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=857","name":"Airburst","traits":["uncommon","air","evocation"],"type":"Spell","level":1,"legacy content":"   ","source":"Pathfinder #169: Kindled Magic pg. 76","traditions":["arcane","primal"],"cast":"verbal","action":"1","area":"5-foot emanation","targets":"all creatures and unattended objects in the area","description":"A blast of wind wildly pushes everything nearby. Unattended objects of 1 Bulk or less are pushed 5 feet away from you. Large or smaller creatures must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes a –2 status penalty to checks made during its reactions until the end of your turn. \n **Failure** As success, and the creature is pushed 5 feet away from you. \n **Critical Failure** The creature is pushed 5 feet away from you and can't use reactions until the end of your turn.\n\n **Heightened (4th)** Increase the area to a 10-foot emanation and increase the distance objects and creatures are pushed to 10 feet.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1439","name":"Alarm","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 314","traditions":["arcane","divine","occult","primal"],"cast":"10 minutes","range":"touch","area":"20-foot burst","duration":"8 hours","description":"You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the spell when moving into the area.\n\n **Heightened (3rd)** You can specify a trigger for which types of creatures sound the alarm spell, as described in Setting Triggers on page 303.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=863","name":"Animal Allies","traits":["conjuration"],"type":"Spell","level":1,"legacy content":" ","source":"Secrets of Magic pg. 89 1.1","traditions":["primal"],"cast":"somatic, verbal","action":"2","area":"5-foot emanation","saving throw":"basic Reflex","description":"You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.\n\n **Heightened (+1)** The damage increases by 3d4","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=667","name":"Animate Rope","traits":["transmutation"],"type":"Spell","level":1,"legacy content":" ","source":"Advanced Player's Guide pg. 214 2.0","traditions":["arcane","occult"],"deity":"Yelayne","cast":"somatic, verbal","action":"2","range":"100 feet","targets":"up to 50 feet of rope or a nonliving rope-like object","duration":"sustained up to 1 minute","description":"You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell.\r\n * **Bind** (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a –10-foot circumstance penalty to its Speed (–20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.)\r\n * **Coil** The rope forms a tidy, coiled stack.\r\n * **Crawl** The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal.\r\n * **Knot** The rope ties a sturdy knot in itself.\r\n * **Loop** The rope forms a simple loop at one or both ends, or straightens itself back out.\r\n * **Tie** The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature.\r\n * **Undo** The rope undoes one of its knots, ties, or bindings.\r\n\r\n\r\n\n **Heightened (+2)** The range increases by 50 feet, and you can animate 50 more feet of rope.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1442","name":"Ant Haul","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 315","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","area":"1 creature","duration":"8 hours","description":"You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=568","name":"Anticipate Peril","traits":["divination"],"type":"Spell","level":1,"legacy content":" ","source":"Gods & Magic pg. 107 2.0","traditions":["arcane","occult"],"deities":"Alseta, Erecura, Grundinnar, Irez, Magdh, Shyka, The Freeing Flame, Urban Prosperity","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","duration":"10 minutes","description":"You grant the target brief foresight. The target gains a +1 status bonus to its next initiative roll, after which the spell ends.\n\n **Heightened (+2)** The status bonus increases by 1, to a maximum of +4 at 7th level.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1236","name":"Aqueous Blast","traits":["rare","evocation","water"],"type":"Spell","level":1,"legacy content":"   ","source":"Kingmaker Companion Guide pg. 99","traditions":["arcane","occult","primal"],"cast":"somatic","action":"1","duration":"until the end of your turn","description":"You evoke a mass of water into the air around your outstretched fist. For the remainder of your turn, you can blast targets within 30 feet with this water by spending a single action which has the attack and concentrate traits. When you do so, attempt a ranged spell attack roll. If you hit, you inflict 2d8 bludgeoning damage. On a critical hit, the blast knocks the target prone.\n\n **Heightened (+1)** The damage increases by 1d8.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1447","name":"Bane","traits":["aura","concentrate","manipulate","mental"],"type":"Spell","level":1,"source":"Player Core pg. 317","traditions":["divine","occult"],"cast":"","action":"2","area":"10-foot emanation","defense":"Will","duration":"1 minute","description":"You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a –1 status penalty to attack rolls as long as they are in the area. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=569","name":"Befuddle","traits":["emotion","enchantment","mental"],"type":"Spell","level":1,"legacy content":"   ","source":"Gods & Magic pg. 107 2.0","traditions":["arcane"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"1 round","description":"You sow seeds of confusion in your target’s mind, causing their actions and thoughts to become clumsy. \n \n **Critical Success** The target is unaffected. \n **Success** The target is clumsy 1 and stupefied 1. \n **Failure** The target is clumsy 2 and stupefied 2. \n **Critical Failure** The target is clumsy 3, stupefied 3, and confused.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=868","name":"Biting Words","traits":["attack","auditory","evocation","linguistic","sonic"],"type":"Spell","level":1,"legacy content":"     ","source":"Secrets of Magic pg. 90 1.1","traditions":["occult"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. \n \n When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1451","name":"Bless","traits":["aura","concentrate","manipulate","mental"],"type":"Spell","level":1,"source":"Player Core pg. 318","traditions":["divine","occult"],"cast":"","action":"2","area":"15-foot emanation","duration":"1 minute","description":"Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet. Bless can counteract bane."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=876","name":"Breadcrumbs","traits":["abjuration"],"type":"Spell","level":1,"legacy content":" ","source":"Secrets of Magic pg. 92 1.1","traditions":["arcane","divine","occult","primal"],"spell list":"elemental","cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"1 willing creature","duration":"1 hour","description":"You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. This trail doesn't denote the direction or the order of its path—it merely indicates where the target has moved during the spell's duration.\n\n **Heightened (2nd)** The duration increases to 8 hours. \n **Heightened (3rd)** The duration increases to last until your next daily preparations.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1457","name":"Breathe Fire","traits":["concentrate","fire","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 319","traditions":["arcane","primal"],"deities":"Rovagug, Sarenrae","cast":"","action":"2","area":"15-foot cone","defense":"basic Reflex","description":"A gout of flame sprays from your mouth. You deal 2d6 fire damage to creatures in the area with a basic Reflex save.\n\n **Heightened (+1)** The damage increases by 2d6.","oldName":"burning hands"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1276","name":"Briny Bolt","traits":["attack","evocation","water"],"type":"Spell","level":1,"legacy content":"   ","source":"Pathfinder #188: They Watched the Stars pg. 80","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","description":"You hurl a bolt of saltwater from your extended hand. Make a ranged spell attack against a target within range. \n \n **Critical Success** The creature takes 4d6 bludgeoning damage and is blinded for 1 round and dazzled for 1 minute as saltwater sprays into its eyes. The creature can spend an Interact action to rub its eyes and end the blinded condition, but not the dazzled condition. \n **Success** The creature takes 2d6 bludgeoning damage and is blinded for 1 round. The creature can spend an Interact action wiping the salt water from its eyes to end the blinded condition.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1109","name":"Buffeting Winds","traits":["air","evocation","nonlethal"],"type":"Spell","level":1,"legacy content":"   ","source":"Knights of Lastwall pg. 92","traditions":["primal"],"cast":"somatic, verbal","action":"2","area":"15-foot cone","saving throw":"Reflex","description":"You release a quick burst of wind that batters your living opponents without causing them lasting harm, while also blowing undead away. The wind deals 2d4 bludgeoning damage, which is nonlethal against living creatures. Against undead, the winds are more vicious, and the spell loses the nonlethal trait against such creatures. Each creature in the area must attempt a basic Reflex save. On a failure, undead creatures are also knocked back 5 feet (or 10 feet on a critical failure).\n\n **Heightened (+1)** The damage increases by 2d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1383","name":"Buoyant Bubbles","traits":["concentrate","water"],"type":"Spell","level":1,"source":"Rage of Elements pg. 172","traditions":["arcane","primal"],"cast":"","action":"1","range":"30 feet","targets":"1 creature","duration":"1 minute","description":"You create a thin layer of foamy bubbles that adhere to the target, causing it to float in water and similar liquids. The target doesn't sink, even if it hasn't succeeded at a Swim check this round; an already-sinking target resurfaces with the bubbles' help over the course of 1 round. If on a plane where the water or liquid has a surface, the bubbles also prevent the target from diving beneath that surface unless it succeeds at a Fortitude save against your spell DC.\n\n **Heightened (4th)** You can target up to 5 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1220","name":"Celestial Accord","traits":["uncommon","emotion","enchantment","good","mental"],"type":"Spell","level":1,"legacy content":"     ","source":"Pathfinder #183: Field of Maidens pg. 77","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"2 creatures that each have an unfriendly or worse attitude toward the other","saving throw":"Will","duration":"1 minute","description":"You intervene in a heated disagreement between two creatures, encouraging them to put aside their differences and find some common ground. The emotional heat of the prior moment becomes only a memory. Each target must make a Will save. A creature currently engaged in combat can't get a result worse than success, and a target that is subject to hostility from any other creature ceases to be affected by celestial accord. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is filled with doubt about its own intentions and feels an urge to cooperate with the other. It has a –2 status penalty to attack rolls against the other target for 1 round. \n **Failure** The creature can't make hostile actions against the other target and its attitude toward the other target improves to indifferent for the spell's duration. \n **Critical Failure** As failure, but the creature's attitude toward the other target improves to friendly for the duration and is indifferent thereafter (until something happens to change that attitude normally).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1463","name":"Charm","traits":["concentrate","emotion","incapacitation","manipulate","mental","subtle"],"type":"Spell","level":1,"source":"Player Core pg. 320","traditions":["arcane","occult","primal"],"deities":"Asmodeus, Calistria","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"1 hour","description":"To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. \n \n You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. \n \n **Critical Success** The target is unaffected and aware you tried to charm it. \n **Success** The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells on page 303). \n **Failure** The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. \n **Critical Failure** The target's attitude becomes helpful toward you, and it can't use hostile actions against you.\n\n **Heightened (4th)** The duration lasts until your next daily preparations. \n **Heightened (8th)** The duration lasts until your next daily preparations, and you can target up to 10 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=678","name":"Chilling Spray","traits":["cold","evocation"],"type":"Spell","level":1,"legacy content":"  ","source":"Advanced Player's Guide pg. 217 2.0, Gods & Magic pg. 107 2.0","traditions":["arcane","primal"],"deity":"Kostchtchie","patron theme":"baba yaga","cast":"somatic, verbal","action":"2","area":"15-foot cone","saving throw":"Reflex","description":"A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and takes a –5-foot status penalty to its Speeds for 2 rounds. \n **Critical Failure** The creature takes double damage and takes a –10-foot status penalty to its Speeds for 2 rounds.\n\n **Heightened (+1)** The damage increases by 2d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1468","name":"Cleanse Cuisine","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 320","traditions":["divine","primal"],"cast":"","action":"2","range":"10 feet","area":"1 cubic foot","description":"You transform all food and beverages in the area into delicious fare, changing water into wine or another fine beverage, or enhancing the food's taste and ingredients to make it a gourmet treat. You can also choose to remove all toxins and contaminations from the food. This spell doesn't prevent future contamination, natural decay, or spoilage, nor does it make the food any more nutritious.\n\n **Heightened (+2)** Add another cubic foot to the area, which must be contiguous with the rest.","oldName":"purify food and drink"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1470","name":"Command","traits":["auditory","concentrate","linguistic","manipulate","mental"],"type":"Spell","level":1,"source":"Player Core pg. 321","traditions":["arcane","divine","occult"],"patron theme":"faith's flamekeeper","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"until the end of the target's next turn","description":"You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it's holding, drop prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save. \n \n **Success** The creature is unaffected. \n **Failure** The creature must spend the first action on its next turn to obey your command. \n **Critical Failure** The target must use all its actions on its next turn to obey your command.\n\n **Heightened (5th)** You can target up to 10 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=886","name":"Concordant Choir","traits":["evocation","sonic"],"type":"Spell","level":1,"legacy content":"  ","source":"Secrets of Magic pg. 96 1.1","traditions":["divine","occult"],"cast":"to","action":"1","actionMax":"3","range":"30 feet","targets":"varies","saving throw":"basic Fortitude","description":"You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters. \n \n |1| **(verbal)** The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save. \n |2| **(somatic, verbal)** The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save. \n |3| **(material, somatic, verbal)** The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save.\n\n **Heightened (+1)** The damage increases by 1d4 for the 1-action version, or 2d4 for the other versions.","components":["to"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1367","name":"Conductive Weapon","traits":["concentrate","electricity","manipulate","metal"],"type":"Spell","level":1,"source":"Rage of Elements pg. 142","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"1 metal weapon that is unattended or attended by a willing creature","duration":"1 minute","description":"You channel powerful electric current through the metal of a weapon, zapping anyone the item hits. The target becomes a +1 shock weapon. If any target of an attack with the weapon is wearing metal armor or is primarily made of metal, the electricity damage die from the shock rune is 1d12."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1476","name":"Create Water","traits":["concentrate","manipulate","water"],"type":"Spell","level":1,"source":"Player Core pg. 322","traditions":["arcane","divine","primal"],"cast":"","action":"2","range":"0 feet","description":"As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1351","name":"Dehydrate","traits":["concentrate","fire","manipulate"],"type":"Spell","level":1,"source":"Rage of Elements pg. 118","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","area":"5-foot burst","defense":"Fortitude (see text)","duration":"1 minute","description":"You stir the inner fire of all things within the area, driving out moisture. All creatures in the area take 1d6 persistent fire damage with a basic Fortitude save; creatures with the water or plant traits get a result one degree of success worse than they rolled. The spell ends for a creature when its persistent damage ends. \n \n A creature affected by dehydrate attempts an additional Fortitude save at the end of each of its turns, before rolling to recover from the persistent damage. It can forgo this additional save if it consumed water or a similar hydrating liquid within the last round (drinking typically requires a single action). \n \n **Success** The creature takes no additional effect. \n **Failure** The creature is enfeebled 1 until the end of its next turn. \n **Critical Failure** The creature is enfeebled 2 until the end of its next turn.\n\n **Heightened (+2)** The range increases by 10 feet, the burst increases by 5 feet, and the persistent fire damage increases by 3d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=65","name":"Detect Alignment","traits":["uncommon","detection","divination"],"type":"Spell","level":1,"legacy content":"   ","source":"Core Rulebook pg. 328 4.0","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","area":"30-foot emanation","description":"Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment. \n \n Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras.\n\n **Heightened (2nd)** You learn each aura's location and strength. **Alignment Aura** The strength of an alignment aura depends on the level of the creature, item, or spell. The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example). **Alignment Aura** \r\n\r\n| **Creature or Item Level** | **Spell or Effect Level** | **Aura Strength** |\r\n| :---: | :---: | :---: |\r\n| 0-5 | — | None |\r\n| 6-10 | 0-3 | Faint |\r\n| 11-15 | 4-7 | Moderate |\r\n| 16-20 | 8-9 | Powerful |\r\n| 21+ | 10 | Overwhelming |\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1486","name":"Detect Poison","traits":["uncommon","concentrate","detection","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 323","traditions":["divine","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 object or creature","description":"You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.\n\n **Heightened (2nd)** You learn the number and types of poison."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1491","name":"Disguise Magic","traits":["concentrate","illusion","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 324","traditions":["arcane","occult"],"cast":"1 minute","range":"30 feet","targets":"1 item or spell effect","duration":"until your next daily preparations","description":"You alter how an item's or spell's magical aura appears to effects like detect magic. You can hide the auras entirely, have an item register as a common item of lower level, or make a spell register as a common spell of the same or lower rank. You can Dismiss the spell. \n \n A caster using detect magic or read aura of a higher rank than disguise magic can attempt to disbelieve the illusion using the skill matching the tradition of the spell (Arcana for arcane, Religion for divine, Occultism for occult, or Nature for primal). Further attempts by the same caster get the same result as the initial check to disbelieve.\n\n **Heightened (2nd)** You can Cast this Spell on a creature, disguising all items and spell effects on it.","components":["1 minute"],"oldName":"magic aura"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1500","name":"Dizzying Colors","traits":["concentrate","illusion","incapacitation","manipulate","visual"],"type":"Spell","level":1,"source":"Player Core pg. 326","traditions":["arcane","occult"],"deity":"Shelyn","cast":"","action":"2","area":"15-foot cone","defense":"Will","duration":"1 or more rounds (see below)","description":"You unleash a swirling multitude of colors that overwhelms creatures based on their Will saves. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is dazzled for 1 round. \n **Failure** The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute. \n **Critical Failure** The creature is stunned for 1 round and blinded for 1 minute.","oldName":"color spray"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=897","name":"Draw Ire","traits":["emotion","enchantment","mental"],"type":"Spell","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 101 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 creature","saving throw":"Will","duration":"1 minute","description":"You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a –1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage and the penalty. The spell ends at the end of the target's next turn. \n **Failure** The target takes full damage and the penalty. \n **Critical Failure** The target takes double damage, and the status penalty is –2.\n\n **Heightened (+1)** The damage increases by 1d10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=684","name":"Déjà Vu","traits":["enchantment","incapacitation","mental"],"type":"Spell","level":1,"legacy content":"   ","source":"Advanced Player's Guide pg. 218 2.0","traditions":["arcane","occult"],"deity":"Bergelmir","cast":"somatic, verbal","action":"2","range":"100 feet","targets":"1 creature","saving throw":"Will","duration":"2 rounds","description":"You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn. \n \n If the target can't repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes stupefied 1 until the end of its turn.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=899","name":"Echoing Weapon","traits":["evocation","sonic"],"type":"Spell","level":1,"legacy content":"  ","source":"Secrets of Magic pg. 101 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 weapon","duration":"1 minute","description":"You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four Strikes).\n\n **Heightened (+2)** The sonic damage increases by 1 per Strike (and the maximum damage increases by 4).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1221","name":"Elysian Whimsy","traits":["uncommon","enchantment","incapacitation","mental"],"type":"Spell","level":1,"legacy content":"    ","source":"Pathfinder #183: Field of Maidens pg. 77","traditions":["arcane","divine","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You overwhelm the target with an unexpected and unpredictable desire if it fails a Will save. Roll 1d4 to determine the spell's effect. **Elysian Whimsy** \r\n\r\n| **1d4** | **Effect** |\r\n| :---: | :---: |\r\n| 1 | The target feels a powerful urge to dance. For 1 round, it takes a –5-foot status penalty to its Speeds (–10-foot status penalty on a critical failure), capering and prancing as it moves. |\r\n| 2 | The target is compelled to loudly sing a song. Its first action on its next turn must be to Perform a song it knows, or to babble pleasingly if it knows no songs. On a critical failure, the target must use all its actions on its next turn to Perform a song. |\r\n| 3 | The target is filled with an irresistible urge to support a nearby creature's entertainment career. Its first action on its next turn must be to prepare to Aid a Perform check for the nearest creature it can see and the target can use the next reaction it gains only to Aid the creature it helped. On a critical failure, it must spend all its actions on its next turn preparing to Aid a Perform check. |\r\n| 4 | The target is overcome with a desire to give away its wealth. Its first action on its next turn must be to Interact to pull out a non-magical item of value it is carrying (such as a coin, piece of jewelry, or an item made of precious metal), if it doesn't already have one in hand. It then Releases the valuable item. If the target neither holds nor carries an appropriate item, it instead spends its first action loudly apologizing for having nothing to give. On a critical failure, the target must spend any actions remaining on its turn apologizing for not giving more. |\r\n\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=573","name":"Endure","traits":["enchantment","mental"],"type":"Spell","level":1,"legacy content":"  ","source":"Gods & Magic pg. 107 2.0","traditions":["arcane","occult"],"deities":"Arazni, Arqueros, Fandarra, Folgrit, Narakaas, The Last Breath, Trudd","cast":"somatic","action":"1","range":"touch","targets":"1 creature","duration":"1 round","description":"You invigorate the touched creature’s mind and urge it to press on. You grant the touched creature 5 temporary Hit Points.\n\n **Heightened (+1)** Increase the temporary Hit Points by 5.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1513","name":"Enfeeble","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 329","traditions":["arcane","divine","occult"],"patron theme":"the resentment","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Fortitude","duration":"varies","description":"You sap the target's strength, depending on its Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is enfeebled 1 until the start of your next turn. \n **Failure** The target is enfeebled 2 for 1 minute. \n **Critical Failure** The target is enfeebled 3 for 1 minute.","oldName":"ray of enfeeblement"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=549","name":"Exchange Image","traits":["uncommon","illusion","visual"],"type":"Spell","level":1,"legacy content":"   ","source":"Pathfinder #147: Tomorrow Must Burn pg. 73","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","requirements":"You have the humanoid trait.","range":"touch","targets":"you and 1 other humanoid","saving throw":"Will","duration":"varies","description":"To mislead pursuers, the Lacunafex developed the means to swap visages. You trade appearances with the target, with the effects depending on the result of the target’s Will saving throw. Willing and unconscious targets automatically critically fail this saving throw. \n \n **Critical Success** No effect. \n **Success** You take on the target’s appearance, and they take yours. This has the same effects as a 1st-level illusory disguise spell, except that the target can’t Dismiss the disguise. The duration is 1 minute or until Dismissed. \n **Failure** As success, but the duration is 1 hour or until Dismissed. \n **Critical Failure** As success, but the duration is 24 hours.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1283","name":"Fashionista","traits":["transmutation"],"type":"Spell","level":1,"legacy content":" ","source":"Firebrands pg. 89","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 willing creature","duration":"1 hour","description":"The target's clothes are transformed into ostentatious attire that epitomizes high-end local fashion. No details of the target's appearance transform other than their clothes, so their weapons or armor remain unchanged in appearance. The target gains a +1 status bonus on Deception checks to Make a Distraction. You can Dismiss this spell. At the end of the spell's duration, the target's clothes revert to their original appearance.\n\n **Heightened (+2)** The status bonus increases by 1, to a maximum of +4 at 7th level. ","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1524","name":"Fear","traits":["concentrate","emotion","fear","manipulate","mental"],"type":"Spell","level":1,"source":"Player Core pg. 331","traditions":["arcane","divine","occult","primal"],"patron theme":"starless shadow","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"You plant fear in the target; it must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is frightened 1. \n **Failure** The target is frightened 2. \n **Critical Failure** The target is frightened 3 and fleeing for 1 round.\n\n **Heightened (3rd)** You can target up to five creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1285","name":"Flashy Disappearance","traits":["uncommon","illusion"],"type":"Spell","level":1,"legacy content":"  ","source":"Firebrands pg. 89","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["arcane","occult"],"cast":"verbal","action":"1","description":"You create a puff of colorful smoke that quickly disperses while you become temporarily invisible. You become undetected to all creatures unless they can see invisible creatures. You Stride. At the end of your movement, if you have cover, greater cover, or concealment, attempt a Stealth check to Hide. You gain a +2 status bonus to this Stealth check. The invisibility then ends, and you either become observed or hidden to creatures as determined by your check to Hide, if you made one.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1531","name":"Fleet Step","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 332","traditions":["arcane","primal"],"deity":"Cayden Cailean","cast":"","action":"2","duration":"1 minute","description":"You gain a +30-foot status bonus to your Speed."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1265","name":"Flense","traits":["uncommon","necromancy"],"type":"Spell","level":1,"legacy content":"  ","source":"Pathfinder #186: Ghost King's Rage pg. 76","traditions":["arcane","divine"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature or corpse","description":"With a touch, you strip off the flesh, muscle, and internal organs off your target, leaving only bare bones. The effect depends on whether the target is a living creature, undead creature, or inanimate corpse. A creature or corpse that lacks flesh, muscle, and internal organs is immune to this spell. \r\n * **Inanimate Corpse** The flesh, muscle, viscera, and organs are stripped from the corpse and vanish, leaving only bare bones behind.\r\n * **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.\r\n * **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.\r\n\r\n\r\n\n **Heightened (+1)** The slashing damage to living and undead creatures increases by 2d6, and the persistent bleed damage to living creatures increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=124","name":"Floating Disk","traits":["conjuration","force"],"type":"Spell","level":1,"legacy content":"  ","source":"Core Rulebook pg. 339 4.0","traditions":["arcane","occult"],"deities":"Casandalee, Horus","cast":"somatic, verbal","action":"2","duration":"8 hours","description":"A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends. \n \n The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1401","name":"Flourishing Flora","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":1,"source":"Rage of Elements pg. 196","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","area":"5-foot burst","defense":"basic Reflex","description":"Plants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant you choose to grow. On a critical failure, targets experience additional effects, also depending on what you choose to grow. The type of plant and its effects are chosen when you Cast the Spell.\r\n * **Cacti** Piercing damage, and 1 persistent bleed damage on a critical failure.\r\n * **Flowers** Poison damage, and dazzled for 2 rounds on a critical failure.\r\n * **Fruits** Bludgeoning damage, and clumsy 1 for 2 rounds on a critical failure.\r\n * **Roots** Bludgeoning damage, and the affected creatures fall prone on a critical failure.\r\n\r\n\r\n\n **Heightened (+1)** The damage increases by 1d4, and the persistent bleed damage from cacti increases by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1371","name":"Fold Metal","traits":["concentrate","manipulate","metal"],"type":"Spell","level":1,"source":"Rage of Elements pg. 143 \nPFS Note For the purposes of the fold metal spell in Pathfinder Society play, objects which are part of a structure (such as a door, or a lock on a window) are not considered \"unattended.\"","traditions":["arcane"],"cast":"","action":"2","range":"touch","targets":"1 unattended metallic object up to 5 Bulk","duration":"10 minutes","description":"You bend the target object into a smooth metallic ball no larger than an egg. The target reverts to its original shape only when you Dismiss the spell, the duration expires, or if the ball touches water or fire, whichever comes first. \n \n Creatures that see the reshaped object can attempt a Perception check against your spell DC to notice the ball might not actually be what it seems. If the object is magical, it retains its magical auras but can't be worn, affixed, or Activated.\n\n **Heightened (3rd)** The spell duration becomes 1 hour."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1536","name":"Force Barrage","traits":["concentrate","force","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 332","traditions":["arcane","occult"],"deity":"Nethys","cast":"to","action":"1","actionMax":"3","range":"120 feet","targets":"1 creature","description":"You fire a shard of solidified magic 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 shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.\n\n **Heightened (+2)** You fire one additional shard with each action you spend.","components":["to"],"oldName":"magic missile"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1118","name":"Forced Mercy","traits":["uncommon","emotion","enchantment","mental"],"type":"Spell","level":1,"legacy content":"    ","source":"Knights of Lastwall pg. 93","access":"Knights of Lastwall have access to this spell.","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical –2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a Will save. A willing target can choose to critically fail their saving throw. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is affected for 1 round. \n **Failure** The creature is affected for 1d4 rounds. \n **Critical Failure** The creature is affected for 1 minute.\n\n **Heightened (4th)** The range increases to 100 feet, and you can target up to 8 creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1302","name":"Forge","traits":["uncommon","evocation","fire"],"type":"Spell","level":1,"legacy content":"   ","source":"Highhelm pg. 73","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature or unattended metal object","saving throw":"Fortitude","description":"Developed before the introduction of the Iron Lagoon, this cantrip for superheating metal has also found valuable combat use. You superheat the target, dealing 3d6 fire damage. If the target is a metal object, reduce its Hardness by an amount equal to the damage dealt until the end of your next turn. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes full damage. \n **Critical Failure** The target takes double damage, and if it's a metal creature, it gains weakness 2 to physical damage until the end of your next turn.\n\n **Heightened (+1)** The damage increases by 2d6, and the weakness on a critical failure increases by 2.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=860","name":"Friendfetch","traits":["uncommon","evocation","force"],"type":"Spell","level":1,"legacy content":"   ","source":"Pathfinder #169: Kindled Magic pg. 77","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 or 2 willing creatures","description":"You shoot out ephemeral, telekinetic strands that drag each target directly toward you, stopping in the closest unoccupied space to you in this path. This is forced movement.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1542","name":"Gentle Landing","traits":["air","concentrate"],"type":"Spell","level":1,"source":"Player Core pg. 333","traditions":["arcane","primal"],"cast":"","action":"reaction","trigger":"A creature within range is falling","range":"60 feet","targets":"1 falling creature","duration":"1 minute","description":"You raise a magical updraft 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.","oldName":"feather fall"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1428","name":"Glowing Trail","traits":["uncommon","transmutation"],"type":"Spell","level":1,"source":"Pathfinder #194: Cult of the Cave Worm pg. 79","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","duration":"1 hour","description":"Your movements leave a vague glowing path behind you, like a misty echo of your presence. While your form is not discernible, your size is. This path hangs in space and is not anchored to any surface, so it tracks your movement through the air. The path fades after 10 minutes. You can Dismiss this spell at any time, but the path fades normally. \n \n The path can be visible or invisible. While visible, it appears as a faintly glowing mist in a color of your choosing but sheds no light beyond its area. While invisible, you can still detect the path, but it gives off no light.\n\n **Heightened (3rd)** The glowing trail fades after 1 day. \n **Heightened (5th)** The glowing trail fades after 1 week. \n **Heightened (7th)** The glowing trail fades after 1 month. \n **Heightened (9th)** The glowing trail fades after 1 year.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1545","name":"Goblin Pox","traits":["concentrate","disease","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 333","traditions":["arcane","primal"],"deity":"Urgathoa","cast":"","action":"2","range":"touch","targets":"1 creature","defense":"Fortitude","description":"Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save. \n **Critical Success** The target is unaffected. \n **Success** The target is sickened 1. \n **Failure** The target is afflicted with goblin pox at stage 1. \n **Critical Failure** The target is afflicted with goblin pox at stage 2. \n \n **Goblin Pox** (disease) Level 1; Creatures that have the goblin trait and goblin dogs are immune; **Stage 1** sickened 1 (1 round); **Stage 2** sickened 1 and slowed 1 (1 round); **Stage 3** sickened 1 and the creature can't reduce its sickened value below 1 (1 day)"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1546","name":"Gouging Claw","traits":["attack","cantrip","concentrate","manipulate","morph"],"type":"Cantrip","level":1,"source":"Player Core pg. 333","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"1 creature","defense":"AC","description":"You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.\n\n **Heightened (+1)** The damage increases by 1d6 and the persistent bleed damage increases by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=921","name":"Gravitational Pull","traits":["evocation"],"type":"Spell","level":1,"legacy content":" ","source":"Secrets of Magic pg. 109 1.1","traditions":["arcane","occult"],"cast":"to","action":"1","actionMax":"3","range":"30 feet","targets":"1 creature","saving throw":"Fortitude","description":"By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked prone. The effects of this spell change depending on the number of actions you spend when you Cast this Spell. \n \n |1| **(somatic)** The spell targets one creature. \n |2| **(somatic, verbal)** The spell targets one creature and pulls the target 20 feet instead of 10. \n |3| **(material, somatic, verbal)** The spell targets up to 5 creatures.","components":["to"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1547","name":"Grease","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 333","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","area":"4 contiguous 5-foot squares or","targets":"1 object of 1 Bulk or less","duration":"1 minute","description":"You conjure grease, choosing an area or target. \r\n * **Area** All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save.\r\n * **Target** If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1548","name":"Grim Tendrils","traits":["concentrate","manipulate","void"],"type":"Spell","level":1,"source":"Player Core pg. 334","traditions":["arcane","occult"],"cast":"","action":"2","area":"30-foot line","defense":"Fortitude","description":"Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 void damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half the void damage and no persistent bleed damage. \n **Failure** The creature takes full damage. \n **Critical Failure** The creature takes double void damage and double persistent bleed damage.\n\n **Heightened (+1)** The void damage increases by 2d4, and the persistent bleed damage increases by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1092","name":"Gritty Wheeze","traits":["uncommon","air","earth","evocation"],"type":"Spell","level":1,"legacy content":"    ","source":"Threshold of Knowledge pg. 10","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","area":"15-foot cone","saving throw":"Fortitude","duration":"see below","description":"You exhale desiccating grit and sand in a small cloud. Creatures in the area take 2d4 bludgeoning damage and must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw.\n \n \n **Critical Success** The creature takes no damage. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is dazzled for 1 round. \n **Critical Failure** The creature takes double damage and is dazzled for 1 minute.\n\n **Heightened (+1)** The damage increases by 2d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1550","name":"Gust of Wind","traits":["air","concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 334","traditions":["arcane","primal"],"deity":"Gozreh","patron theme":"silence in snow","cast":"","action":"2","area":"60-foot line","defense":"Fortitude","duration":"until the start of your next turn","description":"A violent wind issues forth from your palm, blowing from the point where you are when you Cast the Spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature can't move against the wind. \n **Failure** The creature is knocked prone. If it was flying, it takes the effects of critical failure instead. \n **Critical Failure** The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1552","name":"Harm","traits":["manipulate","void"],"type":"Spell","level":1,"source":"Player Core pg. 334","traditions":["divine"],"cast":"to","action":"1","actionMax":"3","range":"varies","targets":"1 living creature or 1 willing undead creature","description":"You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. \n \n |1| The spell has a range of touch. \n |2| (concentrate) The spell has a range of 30 feet. If you're healing an undead creature, increase the Hit Points restored by 8. \n |3| (concentrate) You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.\n\n **Heightened (+1)** The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.","components":["to"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1554","name":"Heal","traits":["healing","manipulate","vitality"],"type":"Spell","level":1,"source":"Player Core pg. 335","traditions":["divine","primal"],"cast":"to","action":"1","actionMax":"3","range":"varies","targets":"1 willing living creature or 1 undead creature","description":"You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. \n \n |1| The spell has a range of touch. \n |2| (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. \n |3| (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.\n\n **Heightened (+1)** The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.","components":["to"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1286","name":"Helpful Steps","traits":["conjuration"],"type":"Spell","level":1,"legacy content":" ","source":"Firebrands pg. 89","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","duration":"10 minutes","description":"You call forth a ladder or staircase to help you reach greater heights. The ladder or staircase appears in a space you designate and either stands freely or connects to a nearby wall if possible. You decide the height of the ladder or staircase when casting the spell, up to a maximum height of 40 feet. The ladder or staircase is locked in place and magically supported, allowing you to ascend even if it's in an open area. The conjured ladder is simple in design and made of wood. The staircase is a spiral staircase made of wood. While both are supported and have no risk of falling, they can be damaged and destroyed as normal. The staircase is typically easier to ascend, though it's less discreet than a ladder and could possibly draw more attention. You can Dismiss the spell.\n\n **Heightened (+1)** The maximum height increases by 40 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=927","name":"Horizon Thunder Sphere","traits":["attack","electricity","evocation"],"type":"Spell","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 110 1.1","traditions":["arcane","primal"],"cast":"to 2 rounds","action":"2","range":"varies","targets":"1 creature","description":"You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. \n \n |2| **(somatic, verbal)** This spell has a range of 30 feet. \n |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. \n **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.\n\n **Heightened (+1)** The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.","components":["2 rounds"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1561","name":"Hydraulic Push","traits":["attack","concentrate","manipulate","water"],"type":"Spell","level":1,"source":"Player Core pg. 336","traditions":["arcane","primal"],"cast":"","action":"2","range":"60 feet","targets":"1 creature or unattended object","defense":"AC","description":"You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. \n \n **Critical Success** The target takes 6d6 bludgeoning damage and is knocked back 10 feet. \n **Success** The target takes 3d6 bludgeoning damage and is knocked back 5 feet.\n\n **Heightened (+1)** The bludgeoning damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1566","name":"Ill Omen","traits":["concentrate","curse","manipulate","misfortune"],"type":"Spell","level":1,"source":"Player Core pg. 336","traditions":["occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","duration":"1 round","description":"The target is struck with misfortune, which throws it off balance. The target must attempt a Will save. \n \n **Success** The target is unaffected. \n **Failure** The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result. \n **Critical Failure** Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=159","name":"Illusory Disguise","traits":["illusion","visual"],"type":"Spell","level":1,"legacy content":"  ","source":"Core Rulebook pg. 345 4.0","traditions":["arcane","occult"],"bloodlines":"hag, genie","deities":"Hastur, Likha, Mahathallah, Nivi Rhombodazzle, Norgorber, Sivanah, The Lantern King","cast":"somatic, verbal","action":"2","duration":"1 hour","description":"You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance. \n \n Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell.\n\n **Heightened (2nd)** The spell also disguises your voice and scent, and it gains the auditory and olfactory traits. \n **Heightened (3rd)** You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1568","name":"Illusory Disguise","traits":["concentrate","illusion","manipulate","visual"],"type":"Spell","level":1,"source":"Player Core pg. 337","traditions":["arcane","occult"],"deity":"Norgorber","cast":"","action":"2","range":"30 feet","targets":"1 willing creature","duration":"1 hour","description":"You create an illusion that causes the target to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise is typically good enough to hide their identity, but not to impersonate a specific individual. The spell changes their appearance and voice, but not mannerisms. You can change the appearance of its clothing and worn items, such as making its armor look like a dress. Held items are unaffected, and any worn item removed from the creature returns to its true appearance. \n \n Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties the target might take for disguising itself as a dissimilar creature, gives a +4 status bonus to Deception checks to prevent others from seeing through the disguise, and lets the target add its level to such Deception checks even if untrained. You can Dismiss this spell.\n\n **Heightened (3rd)** The target can appear as any creature of the same size, even a specific individual. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice. \n **Heightened (4th)** You can target up to 10 willing creatures. If you target multiple creatures, you can choose a different disguise for each target, but none can impersonate a specific individual. You can Dismiss each disguise individually or all collectively. \n **Heightened (7th)** As 4th, but you can choose disguises that impersonate specific individuals. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1569","name":"Illusory Object","traits":["concentrate","illusion","manipulate","visual"],"type":"Spell","level":1,"source":"Player Core pg. 337","traditions":["arcane","occult"],"deity":"Abadar","cast":"","action":"2","range":"500 feet","area":"20-foot burst","duration":"10 minutes","description":"You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent. \n \n Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.\n\n **Heightened (2nd)** Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. The duration increases to 1 hour. \n **Heightened (5th)** As the 2nd-rank version, but the duration is unlimited."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=698","name":"Imprint Message","traits":["divination"],"type":"Spell","level":1,"legacy content":" ","source":"Advanced Player's Guide pg. 221 2.0, Pathfinder #147: Tomorrow Must Burn pg. 74","traditions":["occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 object","description":"You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts object reading on the target object, replacing any emotional events the item was present for. If the object is in the area of a retrocognition spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions. \n \n If the object is targeted with read aura of a higher spell level than imprint message, the caster learns that the object has been magically modified. When you Cast this Spell, any prior vibrations placed on an object by previous castings of imprint message fade.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1574","name":"Infuse Vitality","traits":["concentrate","manipulate","vitality"],"type":"Spell","level":1,"source":"Player Core pg. 338","traditions":["divine"],"cast":"to","action":"1","actionMax":"3","range":"30 feet","targets":"1 to 3 willing creatures","duration":"1 minute","description":"You empower attacks with vital energy. The number of targets is equal to the number of actions you spent casting this spell. Each target's unarmed and weapon Strikes deal an extra 1d4 vitality damage. (This damage typically damages only undead, as explained on page 409). If you have the holy trait, you can add that trait to this spell and to the Strikes affected by the spell.\n\n **Heightened (3rd)** The damage increases to 2d4 damage. \n **Heightened (5th)** The damage increases to 3d4 damage.","components":["to"],"oldName":"disrupting weapons"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1229","name":"Inkshot","traits":["rare","conjuration","poison"],"type":"Spell","level":1,"legacy content":"   ","source":"Kingmaker Companion Guide pg. 46","traditions":["occult","primal"],"cast":"verbal, somatic","action":"2","range":"30 feet","description":"A spray of viscous, toxic ink jets from your fingertip to strike a target creature in the face. Make a spell attack roll against the target. On a hit, you deal 2d6 poison damage, plus you blast the target's eyes, making them dazzled for 1 round as the stinging ink blurs and distorts the creature's vision. On a critical hit, double the poison damage, and the target becomes dazzled for 1 minute by the foul ink. \n \nThe ink stain remains for 1 hour before fading, although vigorous cleansing (or magic such as a prestidigitation cantrip) can remove the ink before then.\n\n **Heightened (+1)** Increase the base poison damage by 2d6.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1336","name":"Instant Pottery","traits":["concentrate","earth","manipulate"],"type":"Spell","level":1,"source":"Rage of Elements pg. 95","traditions":["arcane","primal"],"cast":"1 minute","range":"10 feet","duration":"1 hour","description":"You pull earthen material out of the environment, then shape it into one or more earthenware objects that, in combination, can be up to light Bulk. Alternatively, you can cast this spell on objects previously created with this spell, extending their duration. No object can have intricate artistry or complex moving parts, can fulfill a cost or the like, or is made of anything more than clay or earth. Each object is obviously the product of temporary magic and thus can't be sold or passed off as a valuable item.\n\n **Heightened (2nd)** You can create objects of up to 1 Bulk. They last 8 hours. \n **Heightened (3rd)** You can create objects of up to 2 Bulk. They last 24 hours.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1337","name":"Interposing Earth","traits":["earth","manipulate"],"type":"Spell","level":1,"source":"Rage of Elements pg. 95","traditions":["arcane","primal"],"cast":"","action":"reaction","trigger":"You are the target of a Strike or would attempt a Reflex save against a damaging area effect","duration":"3 rounds","description":"You raise a flimsy barrier of earth to shield you from harm. This barrier is 1 inch thick, 5 feet long, 5 feet high, and must be placed on the border between two squares. This barrier appears between you and the source of the triggering effect and grants you standard cover against the triggering effect. If you would be damaged by the triggering effect despite this barrier, the barrier is destroyed, and the damage dealt to you is reduced by 2. The barrier remains in place for 3 rounds (or until destroyed). It has AC 5, 2 Hardness, and 5 Hit Points.\n\n **Heightened (4th)** The damage reduced increases to 8, the barrier's hardness increases to 8, and the barrier's Hit Points increases to 20."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=700","name":"Invisible Item","traits":["illusion"],"type":"Spell","level":1,"legacy content":" ","source":"Advanced Player's Guide pg. 221 2.0","traditions":["arcane","occult"],"cast":"material, somatic","action":"2","range":"touch","targets":"1 object","duration":"1 hour","description":"You make the object invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead if they succeed. If the item is used as part of a hostile action, the spell ends after that hostile action is completed. Making a weapon invisible typically doesn't give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker.\n\n **Heightened (3rd)** The duration is until the next time you make your daily preparations. \n **Heightened (7th)** The duration is unlimited.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1579","name":"Item Facade","traits":["concentrate","illusion","manipulate","visual"],"type":"Spell","level":1,"source":"Player Core pg. 340","traditions":["arcane","occult"],"cast":"","action":"2","range":"touch","targets":"1 object no more than 10 feet by 10 feet by 10 feet","duration":"1 hour","description":"You make the target object look and feel as though it were in much better or worse physical condition. When you Cast this Spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion.\n\n **Heightened (2nd)** The duration is 24 hours. \n **Heightened (3rd)** The duration is unlimited."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1580","name":"Jump","traits":["manipulate","move"],"type":"Spell","level":1,"source":"Player Core pg. 340","traditions":["arcane","primal"],"deity":"Irori","cast":"","action":"1","description":"Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.\n\n **Heightened (3rd)** The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=938","name":"Juvenile Companion","traits":["polymorph","transmutation"],"type":"Spell","level":1,"legacy content":"  ","source":"Secrets of Magic pg. 113 1.1","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"your companion","duration":"10 minutes","description":"You transform your companion into its juvenile form, such as a cub, foal, kitten, puppy, or piglet, making the target appear harmless. It becomes Tiny (if it was larger), and its reach is reduced to 0 feet. All of its Speeds are halved (to a minimum Speed of 5 feet), and it gains weakness 5 to physical damage. In all other ways, its abilities and statistics are unchanged. \n \n If your companion uses a hostile action, juvenile companion ends. This spell has no effect on a companion that doesn't have a juvenile form.\n\n **Heightened (2nd)** The duration increases to 1 hour.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1156","name":"Kinetic Ram","traits":["evocation","force"],"type":"Spell","level":1,"legacy content":"  ","source":"Dark Archive pg. 105","traditions":["arcane","occult"],"cast":"to verbal","action":"1","actionMax":"3","range":"varies","targets":"1 or more creatures","saving throw":"Fortitude","description":"Gathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spell must succeed at a Fortitude saving throw or be pushed 10 feet away from you (or 20 feet on a critical failure). The spell's area or range and how many creatures it affects is based on how many actions you spend when Casting the Spell. \r\n * |1| The spell targets one creature within 15 feet.\r\n * |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.\r\n * |3| The spell targets all creatures in a 5-foot emanation.\r\n\r\n\r\n","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1429","name":"Know Location","traits":["rare","detection","divination"],"type":"Spell","level":1,"source":"Pathfinder #194: Cult of the Cave Worm pg. 79","traditions":["divine","occult","primal"],"cast":"1 minute (somatic, verbal)","range":"1 mile","duration":"until the next time you make your daily preparations","description":"You create an invisible anchor at a location within range (even if it's outside your line of sight or line of effect), as long as you can identify the location by its appearance (or other identifying features). You innately know the direction towards that location, including relative depth, but not the distance. \n \n Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could instead lead to an unwanted location or some other unusual mishap determined by the GM. This spell doesn't help you find a suitable route to the location nor assist you in overcoming obstacles on the way there.\n\n **Heightened (3rd)** The range is 10 miles. \n **Heightened (5th)** The range is 100 miles. \n **Heightened (7th)** The range is planetary and you can create an anchor at a location you've viewed with scrying or similar effects.","components":["1 minute (somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=580","name":"Liberating Command","traits":["enchantment","mental"],"type":"Spell","level":1,"legacy content":"  ","source":"Gods & Magic pg. 108 2.0","traditions":["occult"],"deities":"Ranginori, Shei","cast":"verbal","action":"1","range":"60 feet","targets":"1 creature","description":"You call out a liberating cry, urging an ally to break free of an effect that holds them in place. If the target is grabbed, immobilized, or restrained, it can immediately use a reaction to attempt to Escape.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1589","name":"Lock","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 341","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"touch","targets":"1 lock, or a door or container with a latch","duration":"until your next daily preparations","description":"The target's latch mechanism clinks shut, held fast by unseen magical wards. When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door. \n \n If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can Dismiss this spell at any time and from any distance.\n\n **Heightened (2nd)** The duration is unlimited, but you must expend 6 gp worth of precious metals as an additional cost."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=940","name":"Lose the Path","traits":["illusion","mental","visual"],"type":"Spell","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 113 1.1","traditions":["occult","primal"],"cast":"somatic","action":"reaction","trigger":"A creature in range Strides.","range":"60 feet","targets":"the triggering creature","saving throw":"Will","description":"You surround a moving creature with lifelike illusions, shifting their perception of the terrain to subtly lead them off course. The target must attempt a Will save. Regardless of the result, the creature is immune to lose the path for 1 hour. \n \n **Success** The creature is unaffected. \n **Failure** The creature treats all squares as difficult terrain for its Stride. \n **Critical Failure** As failure, except that you determine where the target moves during the Stride, though you can't move it into hazardous terrain or to a place it can't stand.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=178","name":"Magic Aura","traits":["uncommon","illusion"],"type":"Spell","level":1,"legacy content":"  ","source":"Core Rulebook pg. 349 4.0","traditions":["arcane","occult"],"cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"1 object of 3 bulk or less","duration":"until the next time you make your daily preparations","description":"You alter the appearance of an item's magic aura. You can choose to have the target's aura appear as that of a common magic item of twice magic aura's level or lower, or to have it register as being under the effects of a spell of your choice of magic aura's level or lower. If the target is magical, you can instead choose to have it appear as entirely non-magical. \n \n A caster using detect magic or read aura of an equal or higher spell level can attempt to disbelieve the illusion from magic aura. Magic aura doesn't mask the aura of spells that are 9th level or higher or of items that are 19th level or higher.\n\n **Heightened (3rd)** You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature's aura appear as if it were under the effect of a spell you know.","components":["1 minute (material","somatic","verbal)"],"oldName":"disguise magic"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=703","name":"Magic Stone","traits":["necromancy","positive"],"type":"Spell","level":1,"legacy content":"  ","source":"Advanced Player's Guide pg. 222 2.0","traditions":["divine","primal"],"cast":"to (verbal, somatic)","action":"1","actionMax":"3","range":"touch","targets":"1 to 3 non-magical stones or sling bullets","duration":"1 minute","description":"You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-magical stone or sling bullet for every action you use Casting this Spell. The stones must be unattended or carried by you or a willing ally. The stones become +1 striking disrupting sling bullets. Each stone can be used only once, after which it crumbles to dust.","components":["(verbal","somatic)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1597","name":"Mending","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 343","traditions":["arcane","divine","occult","primal"],"cast":"10 minutes","range":"touch","targets":"non-magical object of light Bulk or less","description":"You repair the target item. You restore 5 Hit Points per spell rank to the target, potentially removing the broken condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed.\n\n **Heightened (2nd)** You can target a non-magical object of 1 Bulk or less. \n **Heightened (3rd)** You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=581","name":"Message Rune","traits":["divination","linguistic","mental"],"type":"Spell","level":1,"legacy content":"   ","source":"Gods & Magic pg. 108 2.0","traditions":["arcane","occult"],"deities":"Lissala, Mephistopheles, Nyarlathotep (The Crawling Chaos), Pillars of Knowledge, Thoth, Ydajisk","cast":"5 minutes (material, somatic, verbal)","range":"touch","targets":"1 flat unattended surface","duration":"1 day","description":"You record a message up to 5 minutes long and inscribe a special rune on any flat unattended surface within reach. The nature of the rune’s appearance is up to you, but it is visible to everyone and it must be no smaller than 2 inches in diameter. You also specify a trigger that creatures must meet to activate the rune. For the duration of the spell, creatures who meet the criteria of the trigger can touch the rune to hear the recorded message in their head as though you were speaking to them telepathically. You know when someone is listening to the message, but you do not know who is listening to it. You can Dismiss the spell.","components":["5 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1603","name":"Mindlink","traits":["concentrate","manipulate","mental"],"type":"Spell","level":1,"source":"Player Core pg. 344","traditions":["arcane","occult"],"deities":"Pharasma, Torag","cast":"","action":"2","range":"touch","targets":"1 willing creature","description":"You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=952","name":"Mud Pit","traits":["conjuration","earth","water"],"type":"Spell","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 117 1.1","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"60 feet","area":"squares on the ground in a 15-foot burst","duration":"1 minute","description":"Thick, clinging mud covers the ground, 1 foot deep. The mud is difficult terrain.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1611","name":"Mystic Armor","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 346","traditions":["arcane","divine","occult","primal"],"lesson":"lesson of protection","cast":"","action":"2","duration":"until your next daily preparations","description":"You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC.\n\n **Heightened (4th)** You gain a +1 item bonus to saving throws. \n **Heightened (6th)** The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws. \n **Heightened (8th)** The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws. \n **Heightened (10th)** The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.","oldName":"mage armor"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=955","name":"Necromancer's Generosity","traits":["necromancy","negative"],"type":"Spell","level":1,"legacy content":"  ","source":"Secrets of Magic pg. 117 1.1","traditions":["arcane","divine"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 undead minion you control","duration":"1 minute","description":"You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains 1d8+4 Hit Points when you Cast the Spell, and it gains a +2 status bonus to saves against positive effects for the duration.\n\n **Heightened (+1)** The amount of healing increases by 1d8+4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=206","name":"Negate Aroma","traits":["abjuration"],"type":"Spell","level":1,"legacy content":" ","source":"Core Rulebook pg. 354 4.0","traditions":["arcane","primal"],"deity":"Skode","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 willing creature","duration":"1 hour","description":"The target loses its odor, preventing creatures from passively noticing its presence via smell alone, even if the creatures have precise or imprecise scent. A creature attempting a Perception check to Seek with scent and other senses might notice the lack of natural scent. If the target has any abilities that result from its smell, such as an overpowering scent, those abilities are also negated.\n\n **Heightened (5th)** The range increases to 30 feet, and you can target up to 10 creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1093","name":"Nettleskin","traits":["uncommon","plant","transmutation"],"type":"Spell","level":1,"legacy content":"   ","source":"Threshold of Knowledge pg. 10","traditions":["primal"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Thorns sprout from your body; they pass through and don't damage any clothing or armor you wear. Adjacent creatures that hit you with a melee or unarmed attack take 1d4 piercing damage as the nettles jab them and break off. Each time a creature takes damage in this way, nettleskin's duration decreases by 1 round.\n\n **Heightened (+1)** The damage increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=704","name":"Noxious Vapors","traits":["evocation","poison"],"type":"Spell","level":1,"legacy content":"  ","source":"Advanced Player's Guide pg. 222 2.0","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","area":"10-foot emanation","saving throw":"basic Fortitude","duration":"1 round","description":"You emit a cloud of toxic smoke that temporarily obscures you from sight. Each creature except you in the area when you Cast the Spell takes 1d6 poison damage (basic Fortitude save). A creature that critically fails the saving throw also becomes sickened 1. All creatures in the area become concealed, and all creatures outside the smoke become concealed to creatures within it. This smoke can be dispersed by a strong wind.\n\n **Heightened (+1)** The damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=957","name":"Nudge the Odds","traits":["uncommon","divination"],"type":"Spell","level":1,"legacy content":"  ","source":"Secrets of Magic pg. 118 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","duration":"1 hour","description":"You bestow yourself supernaturally good luck at cards, dice, and other games of chance. You gain a +1 status bonus to Games Lore checks to gamble, and if you roll a critical failure on such a check, you get a failure instead; however, the spell is too short-lived to use for Earn Income checks from gambling. \n \n When you're under the effect of nudge the odds, one facial feature, such as a lock of hair or the iris of an eye, transforms to a distinctive golden color; the GM chooses which feature when you cast the spell. This change resists all magical efforts to conceal it, though it can be hidden or covered by mundane means. A creature noticing the feature can identify the spell using Recall Knowledge. Because it prevents losing big, gamblers consider nudge the odds a repugnant form of cheating. If you're caught using the spell, you are likely to suffer serious consequences, depending on the nature of the gamblers you cheated.\n\n **Heightened (5th)** The status bonus increases to +2, and the duration increases to last until the next time you make your daily preparations. If you continue spending your spell slot to keep the duration active, this allows you to apply the effect to a downtime check to Earn Income.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=705","name":"Object Reading","traits":["divination"],"type":"Spell","level":1,"legacy content":" ","source":"Advanced Player's Guide pg. 222 2.0, Pathfinder #147: Tomorrow Must Burn pg. 74","traditions":["occult"],"deity":"Cosmic Caravan","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 object","description":"You place a hand on an object to learn a piece of information about an emotional event that occurred involving the object within the past week, determined by the GM. If you cast object reading on the same item multiple times, you can either concentrate on a single event to gain additional pieces of information about that event, or gain a piece of information about another emotional event in the applicable time frame.\n\n **Heightened (2nd)** You can learn about an event that occurred within the last month. \n **Heightened (4th)** You can learn about an event that occurred within the last year. \n **Heightened (6th)** You can learn about an event that occurred within the last decade. \n **Heightened (8th)** You can learn about an event that occurred within the last century. \n **Heightened (9th)** You can learn about an event that occurred within the entirety of the object’s history.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1291","name":"Overselling Flourish","traits":["uncommon","illusion"],"type":"Spell","level":1,"legacy content":"  ","source":"Firebrands pg. 90","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["arcane","occult"],"cast":"somatic","action":"reaction","trigger":"A creature damages you.","range":"60 feet","targets":"the triggering creature","saving throw":"Will","description":"You make a grand spectacle out of getting hit. Enhanced by magic, this spectacle features sprays of blood, anguished screams, or other theatrics that appear to result from your foe's attack. The triggering creature must attempt a Will saving throw. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is thrown off by your display. The creature becomes dazzled until the start of your turn. \n **Failure** The creature fully believes your performance, leaving itself open. The creature becomes dazzled and flat-footed until the start of your turn. \n **Critical Failure** The creature is enraptured by the display. The creature uses its remaining actions to watch you in awe. It then remains dazzled and flat-footed until the start of your turn.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=582","name":"Penumbral Shroud","traits":["darkness","evocation"],"type":"Spell","level":1,"legacy content":"  ","source":"Gods & Magic pg. 109 2.0","traditions":["arcane","occult"],"deities":"Black Butterfly, Count Ranalc, Kerkamoth, Nocticula, Set, Thamir","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","duration":"10 minutes","description":"You envelop the target in a shroud of shadow. The target perceives light as one step lower than it actually is (bright light becomes dim light, for example), affecting their ability to sense creatures and objects accordingly. The shroud also provides the target a +1 status bonus to saving throws against light effects. While this effect is helpful to creatures sensitive to light, if the creature is unwilling, it can attempt a Reflex save to avoid the shroud and reduce the effect. \n \n **Critical Success** The target is unaffected. \n **Success** The effect lasts for 1 round \n **Failure** The effect lasts its normal duration.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=631","name":"Personal Rain Cloud","traits":["uncommon","evocation","water"],"type":"Spell","level":1,"legacy content":"   ","source":"Pathfinder #151: The Show Must Go On pg. 78","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Reflex","duration":"1 minute","description":"You conjure a 5-foot-wide rain cloud that follows the target wherever it goes. It stays roughly an arm’s length overhead, unless it must drift lower to fit under a ceiling. The cloud rains constantly on the target, keeping it wet and dampening the ground in the wake of any movement. The rain extinguishes non-magical flames. The target gains fire resistance 2. Creatures with weakness to water take damage equal to their weakness at the end of each of their turns. Creatures can attempt a Reflex save to avoid the cloud.\n\n **Heightened (+1)** The amount of fire resistance increases by 2.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1626","name":"Pest Form","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":1,"source":"Player Core pg. 348","traditions":["arcane","primal"],"cast":"","action":"2","duration":"10 minutes","description":"You transform into the battle form of a Tiny animal, such as\na cat, insect, lizard, or rat. You can decide the specific type of\nanimal (such as a rat or praying mantis), but this has no effect\non your Size or statistics. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell. \n \n You gain the following statistics and abilities: \r\n * AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * Speed 20 feet.\r\n * Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)\r\n * Low-light vision and imprecise scent 30 feet.\r\n * Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4.\r\n\r\n\r\n\n **Heightened (4th)** You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1627","name":"Pet Cache","traits":["extradimensional","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 348","traditions":["arcane","divine","occult","primal"],"cast":"","action":"1","range":"touch","targets":"1 willing creature that is your companion","duration":"8 hours","description":"You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration. \n \n You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1631","name":"Phantasmal Minion","traits":["concentrate","manipulate","summon"],"type":"Spell","level":1,"source":"Player Core pg. 349","traditions":["arcane","occult"],"cast":"","action":"3","range":"60 feet","duration":"sustained","description":"You summon a phantasmal minion. The minion is roughly the shape of a humanoid. You can choose to have it be invisible or have an ephemeral appearance, but it's obviously a magical effect, not a real creature.","oldName":"unseen servant"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1632","name":"Phantom Pain","traits":["concentrate","illusion","manipulate","mental","nonlethal"],"type":"Spell","level":1,"source":"Player Core pg. 349","traditions":["occult"],"deity":"Zon-Kuthon","lesson":"lesson of vengeance","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"1 minute","description":"Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage with a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes full initial damage but no persistent damage, and the spell ends immediately. \n **Failure** The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends. \n **Critical Failure** As failure, but the target is sickened 2.\n\n **Heightened (+1)** The damage increases by 2d4 and the persistent damage by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=970","name":"Pocket Library","traits":["divination","extradimensional"],"type":"Spell","level":1,"legacy content":"  ","source":"Secrets of Magic pg. 122 1.1","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","duration":"24 hours","description":"You collect information from the world's libraries about a particular subject and store it in an extradimensional library. When you Cast this Spell, choose any skill in which you are at least trained that has the Recall Knowledge action. \n \n During the duration of this spell, you can call forth a tome from the extradimensional library when attempting a Recall Knowledge check using your chosen skill. This is part of the action to Recall Knowledge. You must have a hand free to do so. The tome appears in your hand, open to an appropriate page. This grants you a +1 status bonus on the Recall Knowledge check. If you roll a critical failure on this check, you get a failure instead. If the roll is successful and the subject is a creature, you gain additional information or context about the creature. Once you reference a book from your pocket library, the spell ends.\n\n **Heightened (3rd)** The status bonus increases to +2 and you can reference your pocket library twice before the spell ends.\n \n **Heightened (6th)** The status bonus increases to +3 you can reference your pocket library three times before the spell ends. \n **Heightened (9th)** The status bonus increases to +4 and you can reference your pocket library four times before the spell ends.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1641","name":"Protection","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 351","traditions":["divine","occult"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","duration":"1 minute","description":"You ward a creature against harm. The target gains a +1 status bonus to Armor Class and saving throws.\n\n **Heightened (3rd)** You can choose to have the benefits also affect all your allies in a 10-foot emanation around the target."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=976","name":"Protector Tree","traits":["conjuration","plant","wood"],"type":"Spell","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 123 1.1","traditions":["primal"],"deity":"Verilorn","cast":"somatic, verbal","action":"2","range":"30 feet","duration":"1 minute","description":"A Medium tree suddenly grows in an unoccupied square within range. The tree has AC 10 and 10 Hit Points. Whenever an ally adjacent to the tree is hit by a Strike, the tree interposes its branches and takes the damage first. Any additional damage beyond what it takes to reduce the tree to 0 Hit Points is dealt to the original target. The tree isn't large enough to impede movement through its square. \n \n If the tree is in soil and survives to the end of the spell's duration, it remains as an ordinary, non-magical tree, and continues to grow and thrive. The GM might determine that the tree disappears immediately in certain inhospitable situations.\n\n **Heightened (+1)** The tree has an additional 10 Hit Points.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1642","name":"Pummeling Rubble","traits":["concentrate","earth","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 351","traditions":["arcane","primal"],"cast":"","action":"2","area":"15-foot cone","defense":"Reflex","description":"A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is pushed 5 feet away from you. \n **Critical Failure** The creature takes double damage and is pushed 10 feet away from you.\n\n **Heightened (+1)** The damage increases by 2d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1122","name":"Purifying Icicle","traits":["uncommon","cold","evocation","positive"],"type":"Spell","level":1,"legacy content":"    ","source":"Knights of Lastwall pg. 94","access":"Knights of Lastwall have access to this spell.","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Fortitude","description":"You evoke life essence into the form of water and freeze it, then launch the icicle at a foe. Make a spell attack roll. On a success, the icicle deals 2d6 piercing damage and 1d6 cold damage, and if the target is undead, the icicle deals an additional 1d4 positive damage. On a critical success, the target takes double damage and takes a –10-foot circumstance penalty to its Speeds for 1 round as the icicle lodges inside them before melting away.\n\n **Heightened (+1)** The piercing damage and cold damage each increase by 1d6. The positive damage increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=823","name":"Putrefy Food and Drink","traits":["necromancy"],"type":"Spell","level":1,"legacy content":" ","source":"Pathfinder #158: Sixty Feet Under pg. 77","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 cubic foot of clean food or water","description":"You cause otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water, unholy water, and similar food and drink of significance are spoiled by this spell, unless they are associated with a deity of decay or putrefaction, but it has no effect on creatures of any type, potions, or alchemical elixirs. One cubic foot of liquid is roughly 8 gallons.\n\n **Heightened (2nd)** You can target an alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir spoils and becomes a mundane item. \n **Heightened (3rd)** You can target a potion or alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir or potion spoils and becomes a mundane item.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=978","name":"Quick Sort","traits":["transmutation"],"type":"Spell","level":1,"legacy content":" ","source":"Secrets of Magic pg. 124 1.1","traditions":["arcane","divine","occult","primal"],"cast":"material, somatic, verbal","action":"3","range":"10 feet","targets":"up to 200 unattended objects in range, each of light Bulk or less","duration":"up to 1 minute","description":"You magically sort a group of objects into neat stacks or piles. You can sort the objects in two different ways. The first option is to separate them into different piles depending on an easily observed factor, such as color or shape. Alternatively, you can sort the objects into ordered stacks depending on a clearly indicated notation, such as a page number, title, or date. The objects sort themselves throughout the duration, though it takes less time per object to sort a smaller number of objects, down to a single round for 30 or fewer objects.\n\n **Heightened (3rd)** The spell can sort up to 400 objects in a minute, or 60 objects in a round. \n **Heightened (5th)** The spell can sort up to 800 objects in a minute, or 120 objects in a round.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=984","name":"Restyle","traits":["transmutation"],"type":"Spell","level":1,"legacy content":" ","source":"Secrets of Magic pg. 126 1.1","traditions":["arcane","divine","occult","primal"],"cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"1 piece of clothing currently worn by you or an ally","duration":"unlimited","description":"You permanently change the appearance of one piece of clothing currently worn by you or an ally to better fit your aesthetic sensibilities. You can change its color, texture, pattern, and other minor parts of its design, but the changes can't alter the clothing's overall shape, size, or purpose. The changes can't increase the quality of the craftsmanship or artistry of the piece of clothing, but particularly gauche choices for the new color and pattern might decrease its aesthetic appeal. This spell transforms existing materials into the desired appearance and never alters the material or creates more material than what's originally part of the object. The object's statistics also remain unchanged.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1657","name":"Runic Body","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 354","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","duration":"1 minute","description":"Glowing runes appear on the target's body. All its unarmed attacks become +1 striking unarmed attacks, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.\n\n **Heightened (6th)** The unarmed attacks are +2 greater striking. \n **Heightened (9th)** The unarmed attacks are +3 major striking.","oldName":"magic fang"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1658","name":"Runic Weapon","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 354","traditions":["arcane","divine","occult","primal"],"patron theme":"the inscribed one","cast":"","action":"2","range":"touch","targets":"1 weapon that is unattended or wielded by a willing creature","duration":"1 minute","description":"The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.\n\n **Heightened (6th)** The weapon is +2 greater striking. \n **Heightened (9th)** The weapon is +3 major striking.","oldName":"magic weapon"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1660","name":"Sanctuary","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 355","traditions":["divine","occult"],"cast":"","action":"2","range":"touch","targets":"1 creature","duration":"1 minute","description":"You ward a creature with protective energy that deters attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends. \n \n **Critical Success** Sanctuary ends.\n \n **Success** The creature can attempt its attack and any other attacks against the target this turn. \n **Failure** The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn. \n **Critical Failure** The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=991","name":"Schadenfreude","traits":["emotion","enchantment","mental"],"type":"Spell","level":1,"legacy content":"   ","source":"Secrets of Magic pg. 127 1.1","traditions":["arcane","divine","occult"],"cast":"verbal","action":"reaction","trigger":"You critically fail a saving throw against a foe's effect","range":"30 feet","targets":"the triggering foe","saving throw":"Will","description":"You distract your enemy with their feeling of smug pleasure when you fail catastrophically. They must attempt a Will save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is distracted by its amusement and takes a –1 status penalty on Perception checks and Will saves for 1 round. \n **Failure** The creature is overcome by its amusement and is stupefied 1 for 1 round. \n **Critical Failure** The creature is lost in its amusement and is stupefied 2 for 1 round and stunned 1.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1237","name":"Scorching Blast","traits":["rare","evocation","fire"],"type":"Spell","level":1,"legacy content":"   ","source":"Kingmaker Companion Guide pg. 99","traditions":["arcane","occult","primal"],"cast":"somatic","action":"1","duration":"until the end of your turn","description":"You evoke a mass of fire into the air around your outstretched fist. For the remainder of your turn, you can blast targets within 30 feet with this fire by spending a single action which has the attack and concentrate traits. When you do so, attempt a ranged spell attack roll. If you hit, you inflict 2d8 fire damage. On a critical hit, the target takes 1d6 persistent fire damage.\n\n **Heightened (+1)** The base damage increases by 1d8 and the persistent fire damage on a critical hit increases by 2.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=633","name":"Scouring Sand","traits":["uncommon","earth","evocation"],"type":"Spell","level":1,"legacy content":"   ","source":"Pathfinder #151: The Show Must Go On pg. 78","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"10-foot burst","duration":"sustained for up to 1 minute","description":"You blast the area with grit that scours away soil and gets into creatures’ eyes. For the duration of the spell, any plant-based difficult terrain smaller than a tree becomes loose, allowing each 5-foot square of it to be cleared with a single Interact action. In addition, scouring sand attempts to counteract entangle and other effects that create or manipulate plant-based terrain in its area. Successfully counteracting an effect removes only the portion of its area that overlaps with scouring sand’s area. After one such attempt, the effect is temporarily immune to scouring sand’s counteract for 24 hours. Each creature in the area when you Cast this Spell or that ends its turn in the area must attempt a Reflex save. \n \n **Success** The creature is unaffected. \n **Failure** The creature is dazzled for 1 minute or until it uses an Interact action to get the sand out of its eyes. \n **Critical Failure** As failure, but the creature is also blinded for its next action.\n\n **Heightened (3rd)** Once per round when you Sustain the Spell, you can move the center of the burst to a spot within range. \n **Heightened (6th)** As the 3rd-level version, except the range is 120 feet and the area is a 20-foot burst.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=993","name":"Seashell of Stolen Sound","traits":["divination","sonic"],"type":"Spell","level":1,"legacy content":"  ","source":"Secrets of Magic pg. 127 1.1","traditions":["arcane","occult","primal"],"cast":"focus, verbal","action":"reaction","trigger":"A creature within range begins to make a sound.","range":"30 feet","duration":"until your next daily preparations","description":"You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you Cast the Spell, magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell. \n \n You or another creature can then play the sound back from the seashell during the spell's duration by Interacting with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends. \n \n As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special auditory or sonic effects of the sound.","components":["focus","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=584","name":"Share Lore","traits":["divination","mental"],"type":"Spell","level":1,"legacy content":"  ","source":"Gods & Magic pg. 109 2.0","traditions":["arcane","occult"],"deities":"Abraxas, Gruhastha, Matravash, Mazludeh, Saloc, The Endless Road, The Enlightened Scholar's Path, Winlas, Zohls","cast":"1 minute","range":"touch","targets":"up to 3 creatures","duration":"10 minutes","description":"You share your knowledge with the touched creatures. Choose one Lore skill in which you are trained. The targets become trained in that Lore skill for the duration of the spell.\n\n **Heightened (3rd)** The duration of the spell is 1 hour and you can target up to five creatures. \n **Heightened (5th)** The duration of the spell is 8 hours, you can target up to five creatures, and you can share up to two Lore skills in which you are trained.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=585","name":"Shattering Gem","traits":["abjuration","earth"],"type":"Spell","level":1,"legacy content":"  ","source":"Gods & Magic pg. 109 2.0","traditions":["arcane","primal"],"deities":"Ashukharma, Mammon, Sairazul, The Resplendent Court, Yuelral","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","duration":"1 minute","description":"A large gem floats around the target in an erratic pattern. The gem has 5 Hit Points. Each time a creature Strikes the target, the target attempts a DC 11 flat check. On a success, the gem blocks the attack, so the attack first damages the gem and then applies any remaining damage to the target. If the gem is reduced to 0 Hit Points, it shatters, immediately dealing the creature that destroyed it 1d8 slashing damage (basic Reflex save), as long as that creature is within 10 feet of the target.\n\n **Heightened (+1)** The gem has 5 additional HP, and the damage dealt by its detonation increases by 1d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1378","name":"Shielded Arm","traits":["concentrate","manipulate","metal"],"type":"Spell","level":1,"source":"Rage of Elements pg. 145","traditions":["arcane","divine","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","duration":"1 minute or until expended","description":"Reinforcing veins of ore run through the target's arm, letting it ward off blows with its bare skin. It can use the Raise a Shield action to instead raise its arm, gaining a +2 circumstance bonus to AC. It can Shield Block with its Raised arm as well; when it does, the target reduces the damage as if it had a shield with Hardness 4 and 15 Hit Points. This shield doesn't have a Broken Threshold, and the spell ends if the shield's Hit Points are expended. \n \n This spell doesn't modify the target's unarmed attacks and can't be used to make a shield bash Strike. Casting or coming under the effects of this spell also counts as using a metallic item with regards to anathema.\n\n **Heightened (+2)** The Hardness increases by 4, and the Hit Points increase by 15."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=282","name":"Shillelagh","traits":["plant","transmutation"],"type":"Spell","level":1,"legacy content":"  ","source":"Core Rulebook pg. 369 4.0","traditions":["primal"],"deities":"Andoletta, Arundhat, Elven Pantheon","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 club or staff you hold","duration":"1 minute","description":"The target grows vines and leaves, brimming with primal energy. The target becomes a +1 striking weapon while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead increase the number of weapon damage dice to three.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=587","name":"Shockwave","traits":["earth","evocation"],"type":"Spell","level":1,"legacy content":"  ","source":"Gods & Magic pg. 110 2.0","traditions":["arcane","primal"],"deities":"Ayrzul, Ragdya, Yamatsumi","cast":"somatic, verbal","action":"2","area":"15-foot cone","saving throw":"Reflex","description":"You create a wave of energy that ripples through the earth. Terrestrial creatures in the affected area must attempt a Reflex save to avoid stumbling as the shockwave shakes the ground. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is flat-footed until the start of its next turn. \n **Failure** The creature falls prone. \n **Critical Failure** As failure, plus the creature takes 1d6 damage.\n\n **Heightened (+1)** The area increases by 5 feet (to a 20-foot cone at 2nd level, and so on).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1362","name":"Signal Skyrocket","traits":["concentrate","fire","manipulate","sonic"],"type":"Spell","level":1,"source":"Rage of Elements pg. 121","traditions":["arcane","occult","primal"],"cast":"","action":"3","range":"1,000 feet","area":"30-foot burst","description":"With a pinch of metallic powder and gunpowder, you call forth blistering red energy that shoots straight upward into the air and explodes, unleashing a crackling boom. Over time, you might even customize your own pattern and color for the skyrocket as you refine the spell. \n \n You can't change the direction or distance of the rocket—it must go straight up, continuing up to the maximum range if possible. If the rocket explodes at its maximum height, the bright light can be seen up to 10 miles away, and the sound of the explosion can be heard up to 1 mile away under clear weather conditions. \n \n If the rocket explodes in an enclosed space smaller than the full size of the burst, each creature in the area takes 1d10 sonic damage depending on the result of its Reflex save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is dazzled for 1 round. \n **Critical Failure** The creature takes double damage and is blinded for 1 round.\n\n **Heightened (+1)** The sonic damage increases by 1d10."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1675","name":"Sleep","traits":["concentrate","incapacitation","manipulate","mental","sleep"],"type":"Spell","level":1,"source":"Player Core pg. 357","traditions":["arcane","occult"],"deity":"Desna","lesson":"lesson of dreams","cast":"","action":"2","range":"30 feet","area":"5-foot burst","defense":"Will","description":"Each creature in the area becomes drowsy, possibly nodding off. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes a –1 status penalty to Perception checks for 1 round. \n **Failure** The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically. \n **Critical Failure** The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.\n\n **Heightened (4th)** The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=540","name":"Snowball","traits":["attack","cold","evocation","water"],"type":"Spell","level":1,"legacy content":"    ","source":"World Guide pg. 112 2.0","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","description":"You throw a magically propelled and chilled ball of dense snow. The target takes 2d4 cold damage and potentially other effects, depending on the result of your spell attack roll. \n \n **Critical Success** The target takes double damage and a –10-foot status penalty to its Speeds for 1 round. \n **Success** The target takes full damage and a –5-foot status penalty to its Speeds for 1 round. \n **Failure** No effect.\n\n **Heightened (+1)** The damage increases by 2d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1678","name":"Soothe","traits":["concentrate","emotion","healing","manipulate","mental"],"type":"Spell","level":1,"source":"Player Core pg. 357","traditions":["occult"],"cast":"","action":"2","range":"30 feet","targets":"1 willing creature","duration":"1 minute","description":"You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.\n\n **Heightened (+1)** The amount of healing increases by 1d10+4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1684","name":"Spider Sting","traits":["concentrate","manipulate","poison"],"type":"Spell","level":1,"source":"Player Core pg. 358","traditions":["arcane","primal"],"deity":"Lamashtu","cast":"","action":"2","range":"touch","targets":"1 creature","defense":"Fortitude","description":"You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save. \n **Critical Success** The target is unaffected. \n **Success** The target takes 1d4 poison damage. \n **Failure** The target is afflicted with spider venom at stage 1. \n **Critical Failure** The target is afflicted with spider venom at stage 2. **Spider Venom** (poison) Level 1; **Maximum Duration** 4 rounds; **Stage 1** 1d4 poison damage and enfeebled 1 (1 round); **Stage 2** 1d4 poison damage and enfeebled 2 (1 round)"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1686","name":"Spirit Link","traits":["concentrate","healing","manipulate","spirit"],"type":"Spell","level":1,"source":"Player Core pg. 358","traditions":["divine","occult"],"lesson":"lesson of life","cast":"","action":"2","range":"30 feet","targets":"1 willing creature","duration":"10 minutes","description":"You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained. \n \n This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve vitality or void energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically.\n\n **Heightened (+1)** The number of Hit Points transferred each time increases by 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1694","name":"Summon Animal","traits":["concentrate","manipulate","summon"],"type":"Spell","level":1,"source":"Player Core pg. 360","traditions":["arcane","primal"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the animal trait and whose level is –1 to fight for you.\n\n **Heightened (2nd)** Level 1. \n **Heightened (3rd)** Level 2. \n **Heightened (4th)** Level 3. \n **Heightened (5th)** Level 5. \n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level -1 Animals** Beaver , Bloodseeker , Common Eurypterid , Compsognathus , Eagle , Flash Beetle , Giant Centipede , Giant Rat , Guard Dog , Monkey , Pufferfish , Raven , Red Fox , Skunk , Snapping Turtle , Three-Toed Sloth , Trilobite , Viper , Vulture Rat , Weasel **Level 0 Animals** Baccali Alpaca , Badger , Blue-Ringed Octopus , Bottlenose Dolphin , Dream Spider , Giant Maggot , Giant Worker Bee , Juvenile Boar , Kangaroo , Riding Pony , Ringhorn Ram , Sea Snake , Spear Frog , Spider Swarm , Stingray , Vampire Squid , Whalesteed **Level 1 Animals** Ball Python , Camel , Cave Scorpion , Electric Eel , Elk , Giant Cockroach , Giant Fly , Giant Frog , Giant Gecko , Giant Skunk , Giant Solifugid , Giant Tick , Goblin Dog , Hippocampus , Hunting Spider , Hyena , Manta Ray , Rat Swarm , Reef Octopus , Riding Dog , Riding Horse , Sarkorian Wolf , Squirrel Swarm , Vampire Bat Swarm , Velociraptor , War Pony , Wolf , Yzobu **Level 2 Animals** Augdunar , Black Bear , Blindheim , Boar , Cave Fisher , Cockroach Swarm , Crocodile , Deinonychus , Fading Fox , Giant Ant , Giant Badger , Giant Bat , Giant Crab , Giant Flying Squirrel , Giant Leech , Giant Mining Bee , Giant Monitor Lizard , Giant Opossum , Giant Porcupine , Giant Tapir , Giant Toad , Giant Tsetse Fly , Giant Viper , Hippogriff , Leopard , Monkey Swarm , Olobigonde , Pteranodon , Rat Snake Swarm , Rosethorn , Shocker Lizard , Slurk , Terror Bird , War Horse , Wolverine **Level 3 Animals** Ankhrav , Bunyip , Castoroides , Centipede Swarm , Chimpanzee Visitant , Dire Wolf , Fen Mosquito Swarm , Giant Chameleon , Giant Dragonfly Nymph , Giant Flea , Giant Mantis , Giant Scorpion , Giant Seahorse , Giant Vulture , Giant Wasp , Giant Whiptail Centipede , Gorilla , Grizzly Bear , Hyaenodon , Lion , Megalictis , Moose , Narwhal , Pachycephalosaurus , Piranha Swarm , Platecarpus , Raven Swarm , Trilobite Swarm , Ugvashi , Wolliped **Level 4 Animals** Amphisbaena , Bison , Brood Leech Swarm , Daeodon , Damibwa , Draft Lizard , Giant Dragonfly , Giant Pangolin , Giant Stag Beetle , Giant Wolverine , Great White Shark , Griffon , Hadrosaurid , Hermit Crab Swarm , Owlbear , Pinacosaurus , Rhinoceros , Scorpion Swarm , Terror Shrike , Tiger , Viper Swarm , Wasp Swarm **Level 5 Animals** Albino Giant Bat , Army Ant Swarm , Bore Worm Swarm , Emperor Cobra , Flea Swarm , Giant Frilled Lizard , Giant Hermit Crab , Giant Moray Eel , Glyptodon , Hippopotamus , Irriseni Owlbear , Lion Visitant , Megatherium , Ogre Spider , Orca , Polar Bear , Spiny Eurypterid **Level 6 Animals** Ankylosaurus , Blood Boar , Cave Bear , Fire Jellyfish Swarm , Giant Mosquito , Giant Tarantula , Iguanodon , Long-Horned Bison , Smilodon , Woolly Rhinoceros **Level 7 Animals** Elasmosaurus , Elephant , Empress Bore Worm , Giant Jellyfish , Megalania , Quetzalcoatlus , Sportlebore Swarm , Stegosaurus , Zetogeki **Level 8 Animals** Anancus , Bulette , Giant Anaconda , Giant Octopus , Krooth , Megaprimatus , Slug , Triceratops , Tylosaurus **Level 9 Animals** Aurumvorax , Deinosuchus , Enormous Dragonfly , Giant Snapping Turtle , Giant Squid , Khravgodon , Mastodon , Roc , Tick Swarm , Titan Centipede **Level 10 Animals** Behemoth Hippopotamus , Brontosaurus , Mammoth , Tyrannosaurus **Level 11 Animals** Deadly Mantis , Goliath Spider , Spinosaurus **Level 12 Animals** Frost Worm **Level 13 Animals** Purple Worm **Level 15 Animals** Black Scorpion "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1696","name":"Summon Construct","traits":["concentrate","manipulate","summon"],"type":"Spell","level":1,"source":"Player Core pg. 360","traditions":["arcane"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the construct trait and whose level is –1 to fight for you.\n\n **Heightened (2nd)** Level 1. \n **Heightened (3rd)** Level 2. \n **Heightened (4th)** Level 3. \n **Heightened (5th)** Level 5. \n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level -1 Constructs** Animated Broom **Level 0 Constructs** Homunculus **Level 1 Constructs** Animated Silverware Swarm **Level 2 Constructs** Animated Armor , Mechanical Carny , Quarry Construct , Soulbound Doll , Ulizmila's Cauldron **Level 3 Constructs** Animated Statue , Necrophidius **Level 4 Constructs** Scarecrow **Level 5 Constructs** Dig-Widget , Dismemberment Table **Level 6 Constructs** Terra-Cotta Soldier **Level 7 Constructs** Giant Animated Statue , Levaloch , Tupilaq **Level 9 Constructs** Animated Furnace **Level 10 Constructs** Swordkeeper **Level 11 Constructs** Spiral Centurion **Level 13 Constructs** Animated Trebuchet , Living-Sun Spire **Level 15 Constructs** Animated Colossus , Soulbound Ruin "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1700","name":"Summon Fey","traits":["concentrate","manipulate","summon"],"type":"Spell","level":1,"source":"Player Core pg. 360","traditions":["occult","primal"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the fey trait and whose level\nis –1 to fight for you.\n\n **Heightened (2nd)** Level 1. \n **Heightened (3rd)** Level 2. \n **Heightened (4th)** Level 3. \n **Heightened (5th)** Level 5. \n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level -1 Fey** Ether Sprite , Grimple , Haniver , Mitflit , Nyktera , Sprite , Tooth Fairy **Level 0 Fey** Melixie , Pugwampi **Level 1 Fey** Biloko Warrior , Brownie , Fuath , Grig , Jinkin , Naiad , Nixie , Vexgit **Level 2 Fey** Domovoi , Leprechaun , Nuglub , Zrukbat **Level 3 Fey** Draxie , Dryad , Dvorovoi , Ether Sprite Swarm , Tooth Fairy Swarm , Twigjack , Unicorn **Level 4 Fey** Biloko Veteran , Kelpie , Ovinnik , Pixie , Satyr **Level 5 Fey** Grimstalker , Grodair , Lampad , Lurker In Light , Redcap **Level 6 Fey** Elananx **Level 7 Fey** Eloko , Gahlepod **Level 8 Fey** Kishi **Level 9 Fey** Hesperid , Nuckelavee **Level 10 Fey** Brughadatch , Nereid **Level 12 Fey** Rusalka **Level 13 Fey** Doblagub , Millindemalion **Level 14 Fey** Ankou **Level 15 Fey** Marrmora "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1703","name":"Summon Instrument","traits":["cantrip","concentrate","manipulate","summon"],"type":"Cantrip","level":1,"source":"Player Core pg. 361","traditions":["arcane","divine","occult"],"cast":"","action":"3","duration":"1 hour","description":"You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays for only you. It vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.\n\n **Heightened (5th)** The instrument is instead a virtuoso handheld instrument."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1010","name":"Summon Lesser Servitor","traits":["conjuration"],"type":"Spell","level":1,"legacy content":" ","source":"Secrets of Magic pg. 134 1.1 \nPFS Note The summon lesser servitor spell cannot be used to summon imps.","traditions":["divine"],"cast":"material, somatic, verbal","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"While deities jealously guard their most powerful servants from the summoning spells of those who aren't steeped in the faith, this spell allows you to conjure an inhabitant of the Outer Sphere with or without the deity's permission. You summon a celestial, monitor, or fiend whose level is –1 to fight on your behalf. Alternatively, you can choose a magical animal from the Outer Sphere as your lesser servitor. This animal is your choice of an eagle, guard dog, or raven. It gains the alignment matching your deity (or you, if you don't have a deity) and has the following trait depending on the alignment it gained: celestial for lawful, monitor for neutral, or fiend for evil. \n \n You can't summon a creature if it is opposed to your deity's alignment on either axis (or opposed to your alignment if you don't follow a deity). For example, if you deity is lawful good, you can't summon a chaotic or evil creature. The GM might determine that deities restrict specific types of creatures even if their alignments aren't diametrically opposed. For example, Pharasma would restrict the summoning of sahkils. \n \n Heightening the spell increases the maximum level of creature you can summon and might add additional animal servitors, which otherwise work like the eagle, guard dog, and raven.\n\n **Heightened (2nd)** Level 1. \n **Heightened (3rd)** Level 2. You can summon a black bear, giant bat, or leopard. \n **Heightened (4th)** Level 3. You can summon a great white shark or tiger. \n \nU Uncommon R Rare **Level 0 Lesser Servitors** Lemure (LE) **Level 1 Lesser Servitors** Arbiter (LN), Augur (LE), Cacodaemon (NE), Cassisian (NG), CythnigotU (CE), Doru (LE), Esipil (NE), Imp (LE), Lantern Archon (LG), Lyrakien (CG), Nosoi (N), Ostovite (CE), Quasit (CE), RaktavarnaU (LE), Shaukeen (LE), Silvanshee (NG), Voidworm (CN) **Level 2 Lesser Servitors** Corrosive LizardU (NE), Dretch (CE), Granite VultureR (LE), Stone Lion CubU (NG), VargouilleR (NE) **Level 3 Lesser Servitors** Akizendri (CN), Blood WolfU (NE), Esobok (N), Hell Hound (LE), Smoldering LeopardU (NE), Vermlek (CE), Vlorian CythnigotR (CE), Yeth Hound (CE), Zebub (LE)","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1705","name":"Summon Plant or Fungus","traits":["concentrate","manipulate","summon"],"type":"Spell","level":1,"source":"Player Core pg. 361","traditions":["primal"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the plant or fungus trait and whose level is –1 to fight for you.\n\n **Heightened (2nd)** Level 1. \n **Heightened (3rd)** Level 2. \n **Heightened (4th)** Level 3. \n **Heightened (5th)** Level 5. \n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level -1 Plants and Fungis** Yellow Musk Thrall **Level 0 Plants and Fungis** Leaf Leshy , Vine Lasher , Vine Leshy , Wood Wisp **Level 1 Plants and Fungis** Gourd Leshy , Sunflower Leshy , Vegetable Lamb , Wood Scamp **Level 2 Plants and Fungis** Bloodlash Bush , Cactus Leshy , Fungus Leshy , Moss Sloth , Slime Mold , Stinkweed Shambler , Yellow Musk Brute , Yellow Musk Creeper **Level 3 Plants and Fungis** Assassin Vine , Dryad , Nursery Crawler , Seaweed Leshy , Snapping Flytrap , Twigjack , Violet Fungus **Level 4 Plants and Fungis** Arboreal Warden , Calathgar , Flytrap Leshy , Mandragora , Myceloid , Whipping Willow **Level 5 Plants and Fungis** Basidirond , Living Grove , Wizard Sponge **Level 6 Plants and Fungis** Awakened Tree , Carved Beast , Scythe Tree , Shambler **Level 7 Plants and Fungis** Arboreal Reaper , Pine Pangolin , Tendriculos **Level 8 Plants and Fungis** Arboreal Regent , Snapdrake **Level 9 Plants and Fungis** Drakauthix , Painted Stag **Level 10 Plants and Fungis** Counteflora , Dezullon , Giant Flytrap **Level 11 Plants and Fungis** Elemental Thicket **Level 12 Plants and Fungis** Arboreal Archive **Level 13 Plants and Fungis** Twins of Rowan , Viper Vine **Level 15 Plants and Fungis** Wemmuth "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1706","name":"Summon Undead","traits":["concentrate","manipulate","summon"],"type":"Spell","level":1,"source":"Player Core pg. 361","traditions":["arcane","divine","occult"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the undead trait and whose level is –1 to fight for you.\n\n **Heightened (2nd)** Level 1. \n **Heightened (3rd)** Level 2. \n **Heightened (4th)** Level 3. \n **Heightened (5th)** Level 5. \n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level -1 Undead** Crawling Hand , Predatory Rabbit , Severed Head , Skeleton Guard , Zombie Shambler **Level 0 Undead** Mummified Cat , Wolf Skeleton , Zombie Snake **Level 1 Undead** Festering Gnasher , Festrog , Ghoul , Pickled Punk , Plague Zombie , Scorned Hound , Skeletal Soldier **Level 2 Undead** Decrepit Mummy , Draugr , Flaming Skull , Ghast , Husk Zombie , Lacedon , Shredskin , Skeletal Champion , Skeletal Horse , Squirming Swill , Zombie Brute **Level 3 Undead** Binumir , Chimpanzee Visitant , Combusted , Deathless Acolyte of Urgathoa , Fiddling Bones , Skeletal Giant , Trailgaunt , Wight , Zombie Owlbear **Level 4 Undead** Attic Whisperer , Ghost Commoner , Shadow , Shanrigol Heap , Vampire Spawn **Level 5 Undead** Bog Mummy , Crawling Hand Swarm , Ghul , Giant Crawling Hand , Harpy Skeleton , Iruxi Ossature , Lion Visitant , Namorrodor , Poltergeist , Priest of Kabriri , Skaveling , Skeletal Mage , Taunting Skull , Withered **Level 6 Undead** Abandoned Zealot , Beetle Carapace , Hungry Ghost , Mummy Guardian , Revenant , Sulfur Zombie , Vampire Count , Vrykolakas Spawn , Wraith , Zombie Hulk **Level 7 Undead** Cyclops Zombie , Greater Shadow , Skeletal Hulk , Specter , Totenmaske **Level 8 Undead** Drake Skeleton , Ghost Pirate Captain , Mohrg , Raw Nerve , Vetalarana Emergent , Zombie Mammoths **Level 9 Undead** Baykok , Dread Wraith , Geist , Ghost Monk , Tyrannosaurus Skeleton , Zombie Dragon **Level 10 Undead** Clacking Skull Swarm , Cursed King , Ghost Mage , Graveknight , Vrykolakas Master **Level 11 Undead** Bhuta , Corpseroot , Provincial Jiang-Shi , Unrisen , Xae , Zombie Mammoth **Level 12 Undead** Llorona **Level 13 Undead** Fionn , Silent Stalker , Skeletal Titan , Vanyver **Level 14 Undead** Minister Of Tumult , Tormented **Level 15 Undead** Gallowdead , Hollow Serpent , Shraen Graveknight , Soulbound Ruin , Sykever "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1709","name":"Sure Strike","traits":["concentrate","fortune"],"type":"Spell","level":1,"source":"Player Core pg. 361","traditions":["arcane","occult"],"deities":"Erastil, Gorum, Iomedae","patron theme":"spinner of threads","cast":"","action":"1","duration":"until the end of your turn","description":"A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.","oldName":"true strike"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1075","name":"Swampcall","traits":["uncommon","earth","transmutation"],"type":"Spell","level":1,"legacy content":"   ","source":"Pathfinder #171: Hurricane's Howl pg. 77","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","area":"10-foot burst","duration":"1 minute","description":"You call upon the spirits of the soil to twist and churn, transforming the terrain in the targeted area into a sodden mess. The area becomes difficult terrain. Creatures in the area when you Cast this Spell must attempt a Reflex saving throw. \n \n **Success** The creature is unaffected. \n **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. \n **Critical Failure** As failure, but the penalty to Speeds (except Swim speed) is –15 feet.\n\n **Heightened (3rd)** The range increases to 60 feet, and the area increases to a 20-foot burst.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1013","name":"Synchronize","traits":["divination"],"type":"Spell","level":1,"legacy content":" ","source":"Secrets of Magic pg. 135 1.1","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"up to 5 willing creatures","duration":"24 hours","description":"You harmlessly place your unique magic sigil, which is about 1 square inch in size, on your targets. When you Cast the Spell, you set the duration by choosing a time at which point the sigil flashes dimly three times. After that point, the spell ends. Even though spell durations aren't normally exact, the effects of synchronize are precise to the second. The timer is based on the place where the spell was cast, so entering a plane or area where time flows differently changes how the time elapses.\n\n **Heightened (2nd)** The spell can target up to 20 willing creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1126","name":"Synchronize Steps","traits":["uncommon","enchantment"],"type":"Spell","level":1,"legacy content":"  ","source":"Knights of Lastwall pg. 95","access":"Knights of Lastwall have access to this spell.","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"2 willing creatures","duration":"sustained up to 1 minute","description":"You link the minds of two targets, enabling them to move in tandem. When one of the targets Steps, the other target can use a reaction to Step. When one of the targets Strides, the other target can use a reaction to Stride.\n\n **Heightened (5th)** The range increases to 60 feet, and you can target up to 10 willing creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1711","name":"Tailwind","traits":["air","concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 362","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 hour","description":"The wind at your back pushes you to find new horizons. You gain a +10-foot status bonus to your Speed.\n\n **Heightened (2nd)** The duration increases to 8 hours.","oldName":"longstrider"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=590","name":"Temporary Tool","traits":["conjuration"],"type":"Spell","level":1,"legacy content":" ","source":"Gods & Magic pg. 110 2.0 \nPFS Note The temporary tool spell can be used to create only simple tools, and therefore cannot create kits, which are complex objects made of multiple pieces, or objects made of any specific precious material.","traditions":["arcane"],"deities":"Brigh, Jaidi, Magrim","cast":"1 minute","duration":"until used or 1 minute; see text","description":"You conjure a temporary simple tool, such as a shovel or rope into your hands. It lasts until it is used for a single activity or for 1 minute, whichever comes first, after which it disappears. The tool is obviously temporarily conjured, and thus can’t be sold or passed off as a genuine item.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=591","name":"Tether","traits":["abjuration"],"type":"Spell","level":1,"legacy content":" ","source":"Gods & Magic pg. 111 2.0","traditions":["arcane","primal"],"deity":"Dispater","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Reflex","duration":"1 minute or until dismissed; see text","description":"You use magical chains, vines, or other tethers to bind your target to you. The creature can still try to Escape, and it or others can break the tethers by attacking them (the tethers have AC 15 and 10 Hit Points). You must stay within 30 feet of the target while it is tethered; moving more than 30 feet away from your target ends the spell. The target must attempt a Reflex save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes a –5-foot circumstance penalty to its Speed as long as it is within 30 feet of you. \n **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. \n **Critical Failure** The target is immobilized until it Escapes or the spell ends.\n\n **Heightened (+1)** The tethers’ AC increases by 3 and their Hit Points increase by 10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1017","name":"Thicket of Knives","traits":["illusion","visual"],"type":"Spell","level":1,"legacy content":"  ","source":"Secrets of Magic pg. 136 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You create numerous phantom copies of your weapon arm, hiding your true movements and rendering your attacks unpredictable. You gain a +2 status bonus to Deception checks. If you're untrained in Deception, you can use the Feint action anyway, and add your level as your proficiency bonus despite being untrained.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=722","name":"Thoughtful Gift","traits":["conjuration","teleportation"],"type":"Spell","level":1,"legacy content":"  ","source":"Advanced Player's Guide pg. 226 2.0","traditions":["arcane","divine","occult"],"cast":"somatic","action":"1","range":"120 feet","targets":"1 willing creature","description":"You teleport one object of light or negligible Bulk held in your hand to the target. The object appears instantly in the target's hand, if they have a free hand, or at their feet if they don't. The target knows what object you are attempting to send them. If the target is unconscious or refuses to accept your gift, or if the spell would teleport a creature (even if the creature is inside an extradimensional container), the spell fails.\n\n **Heightened (3rd)** The spell's range increases to 500 feet. \n **Heightened (5th)** As 3rd level, and the object's maximum Bulk increases to 1. You can Cast the Spell with 3 actions instead of 1; doing so increases the range to 1 mile and you don't need line of sight to the target, but you must be extremely familiar with the target.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1721","name":"Thunderstrike","traits":["concentrate","electricity","manipulate","sonic"],"type":"Spell","level":1,"source":"Player Core pg. 363","traditions":["arcane","primal"],"cast":"","action":"2","range":"120 feet","targets":"1 creature","defense":"basic Reflex","description":"You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a –1 circumstance bonus to its save, and if damaged by the spell is clumsy 1 for 1 round.\n\n **Heightened (+1)** The damage increases by 1d12 electricity and 1d4 sonic.","oldName":"shocking grasp"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1737","name":"Vanishing Tracks","traits":["concentrate","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 365","traditions":["primal"],"cast":"","action":"2","duration":"1 hour","description":"You obscure the tracks you leave behind. The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC.\n\n **Heightened (2nd)** The duration increases to 8 hours. \n **Heightened (4th)** The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-footemanation, affecting up to 10 creatures of your choice within that area.","oldName":"pass without trace"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1740","name":"Ventriloquism","traits":["auditory","concentrate","illusion","manipulate"],"type":"Spell","level":1,"source":"Player Core pg. 366","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","duration":"10 minutes","description":"Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.\n\n **Heightened (2nd)** The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1413","name":"Verdant Sprout","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":1,"source":"Rage of Elements pg. 199, Pathfinder #151: The Show Must Go On pg. 79","traditions":["primal"],"cast":"","action":"3","range":"30 feet","description":"You create a single plant seed imbued with primal energy and throw it onto a surface, where it gradually sprouts into a Medium plant. After 10 minutes, the plant is sturdy enough to provide standard cover, and its space is difficult terrain. The plant is laden with nutritious nuts or fruit sufficient to feed one Medium creature for a day. The plant has AC 10, Hardness 5, and 20 Hit Points.\n\n **Heightened (+1)** You create and throw an additional seed, which grows into an additional plant within range."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=855","name":"Verminous Lure","traits":["uncommon","olfactory","transmutation"],"type":"Spell","level":1,"legacy content":"   ","source":"Pathfinder #169: Kindled Magic pg. 76","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature or object","duration":"10 minutes","description":"Upon casting, the target emits a musk that's captivating to certain animals. Tiny animals and animal swarms of any size within range must attempt a Will save. On a failure, non-hostile animals or animal swarms try to touch the target. If hostile, such creatures choose to attack the target instead of other foes, if able to do so without spending additional actions or exposing themselves to additional danger. \n \n Verminous lure doesn't change animals' attitudes towards the target and is easily overridden by more direct control, such as the Command an Animal action. Animals with imprecise sense can use their scent as a precise sense against the target.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1414","name":"Wall of Shrubs","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":1,"source":"Rage of Elements pg. 199","traditions":["arcane","primal"],"cast":"","action":"3","range":"120 feet","duration":"1 minute","description":"You call forth a line of bushes native to the region to spring from the ground. The wall of shrubs stands in a line 60 feet long, is less than 5 feet tall, and is a foot thick, providing lesser cover.\n\n **Heightened (3rd)** The shrubs are now 10 feet tall and 5 feet thick and provide standard cover. The duration of the spell increases to 10 minutes. \n **Heightened (5th)** Instead of a line, the shrubs can be made in a ring with a diameter of up to 30 feet that's 10 feet tall and 5 feet thick. The shrubs provide greater cover. The duration of the spell increases to 1 hour."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1345","name":"Weaken Earth","traits":["concentrate","earth","manipulate"],"type":"Spell","level":1,"source":"Rage of Elements pg. 97","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"1 creature, unattended object, or hazard or structure made of stone or earth","defense":"Fortitude","duration":"1 minute","description":"You weaken the bonds that hold earth and stone together. If your target has Hardness, you can affect one contiguous object, up to a 5-foot cube, or one creature, decreasing the Hardness by 5, to a minimum of 0. If the target lacks Hardness, it gains weakness 3 to physical damage. A target with a Fortitude modifier can attempt a Fortitude saving throw, negating the effect on a success.\n\n **Heightened (+2)** Hardness decreases by 5, the size of a contiguous object increases by one 5-foot cube, and the weakness increases by 3."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1415","name":"Weave Wood","traits":["concentrate","manipulate","wood"],"type":"Spell","level":1,"source":"Rage of Elements pg. 199","traditions":["primal","arcane"],"deity":"Shumunue","cast":"1 minute","range":"touch","targets":"1 piece of unprocessed wood, reeds, or plant fiber of 1 Bulk or less","description":"With a touch, you cause the target to break into fibrous strands that then weave themselves into a woven mundane object of the same Bulk or less, such as a basket, hat, shield, or mat. You can create up to 4 objects with one casting of this spell, providing their total Bulk doesn't exceed the Bulk of your target. The objects have Hardness 2 and 8 Hit Points.\n\n **Heightened (+1)** Increase the maximum Bulk that you can target by 1 and the maximum number of objects you can create by 2.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1417","name":"Wooden Fists","traits":["concentrate","manipulate","morph","wood"],"type":"Spell","level":1,"source":"Rage of Elements pg. 199","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 minute","description":"Your arms and hands swell with new growth, transforming into tree trunks twice as big as their current size. Your fists deal 1d6 bludgeoning damage, lose the nonlethal trait, and have reach.\n\n **Heightened (3rd)** Your fists gain the magical trait and become a striking weapon, increasing the damage your fists deal to 2d6 bludgeoning. \n **Heightened (7th)** Your fists gain the magical trait and become a greater striking weapon, increasing the damage your fists deal to 3d6 bludgeoning. The duration is 10 minutes. \n **Heightened (9th)** Your fists gain the magical trait and become a major striking weapon, increasing the damage your fists deal to 4d6 bludgeoning. The duration is 1 hour."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1436","name":"Acid Grip","traits":["acid","concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 314","traditions":["arcane","primal"],"cast":"","action":"2","range":"120 feet","targets":"1 creature","defense":"Reflex","description":"An ephemeral, taloned hand grips the target, burning it with magical acid. The target takes 2d8 acid damage plus 1d6 persistent acid damage depending on its Reflex save. A creature taking persistent damage from this spell takes a –10-foot status bonus to its Speeds. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and no persistent damage, and the claw moves it up to 5 feet in a direction of your choice. \n **Failure** The creature takes full damage and persistent damage, and the claw moves it up to 10 feet in a direction of your choice. \n **Critical Failure** The creature takes double damage and full persistent damage, and the claw moves it up to 20 feet in a direction of your choice.\n\n **Heightened (+2)** The initial damage increases by 2d8, and the persistent acid damage increases by 1d6.","oldName":"acid arrow"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1275","name":"Advanced Scurvy","traits":["disease","necromancy"],"type":"Spell","level":2,"legacy content":"  ","source":"Pathfinder #188: They Watched the Stars pg. 80","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Fortitude","description":"Your touch afflicts the target with an advanced form of scurvy, a mariner's disease stemming from improper nutrition. The symptoms of scurvy include fatigue, joint pain, loose teeth, and internal hemorrhaging. \n \n **Critical Success** The target is unaffected. \n **Success** The target is enfeebled 1 for 1 minute. \n **Failure** The target is afflicted with advanced scurvy at stage 1. \n **Critical Failure** The target is afflicted with advanced scurvy at stage 2. \n \n **Advanced Scurvy** (disease) **Level** 4; for 1 day after eating fresh fruit, a creature gains a +2 circumstance bonus to their next saving throw against this affliction; **Stage 1** enfeebled 1 and the damage dealt by persistent bleed effects is increased by 1 (1 day); **Stage 2** enfeebled 1, fatigued, and the damage dealt by persistent bleed effects is increased by 1d4 (2 days); **Stage 3** enfeebled 2, fatigued, and the damage dealt by persistent bleed effects is increased by 1d6 (4 days)","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1425","name":"Allfood","traits":["uncommon","transmutation"],"type":"Spell","level":2,"source":"Pathfinder #194: Cult of the Cave Worm pg. 79","traditions":["arcane","divine","primal"],"cast":"1 minute (somatic, verbal)","range":"touch","targets":"1 unattended non-magical object of 1 Bulk or less","description":"You transform one object into an edible substance that any living creature can chew, swallow, and safely digest. This allfood always has a bland taste and slightly gooey consistency, regardless of its original nature. One bulk of allfood provides enough sustenance to feed one Medium creature for a day. \n \n After 1 day, if no one has eaten the allfood, it reverts to its original form. Most Small creatures eat one-quarter as much as a Medium creature and most Tiny creatures eat one-sixteenth as much, while most Large creatures eat 10 times as much, Huge creatures need 100 times as much, and so on.\n\n **Heightened (+1)** Double the maximum bulk (to a maximum of 256 bulk at 10th level).","components":["1 minute (somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1440","name":"Animal Form","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":2,"source":"Player Core pg. 315","traditions":["primal"],"deity":"Lamashtu","cast":"","action":"2","duration":"1 minute","description":"You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. \n \n You gain specific abilities based on the animal you choose: \r\n * AC = 16 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 5 temporary Hit Points.\r\n * Low-light vision and imprecise scent 30 feet.\r\n * 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 +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.\r\n * Athletics modifier of +9, unless your own is higher.\r\n\r\n\r\n You also gain specific abilities based on the animal you choose:\r\n * **Ape** Speed 25 feet, climb 20 feet; Melee |1| fist, Damage 2d6 bludgeoning.\r\n * **Bear** Speed 30 feet; **Melee** |1| jaws, **Damage** 2d8 piercing; **Melee** |1| claw (agile), **Damage** 1d8 slashing.\r\n * **Bull** Speed 30 feet; **Melee** |1| horn, **Damage** 2d8 piercing.\r\n * **Canine** Speed 40 feet; **Melee** |1| jaws, **Damage** 2d8 piercing.\r\n * **Cat** Speed 40 feet; **Melee** |1| jaws, **Damage** 2d6 piercing; **Melee** |1| claw (agile), **Damage** 1d10 slashing.\r\n * **Deer** Speed 50 feet; **Melee** |1| antler, **Damage** 2d6 piercing.\r\n * **Frog** Speed 25 feet, swim 25 feet; **Melee** |1| jaws, **Damage** 2d6 bludgeoning; **Melee** |1| tongue (reach 15 feet), **Damage** 2d4 bludgeoning.\r\n * **Shark** swim 35 feet; **Melee** |1| jaws, **Damage** 2d8 piercing; breathe underwater but not in air.\r\n * **Snake** Speed 20 feet, climb 20 feet, swim 20 feet; **Melee** |1| fangs, **Damage** 2d4 piercing plus 1d6 poison.\r\n\r\n\r\n\n **Heightened (3rd)** You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14. \n **Heightened (4th)** Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16. \n **Heightened (5th)** Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1441","name":"Animal Messenger","traits":["concentrate","manipulate","mental"],"type":"Spell","level":2,"source":"Player Core pg. 315","traditions":["primal"],"cast":"1 minute","range":"120 feet","duration":"see text","description":"You offer food, and an ordinary Tiny animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. You can also attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it makes it there, it waits nearby and allows nonhostile creatures to approach and remove the attached object. The spell ends after the message is delivered or after 24 hours, whichever comes first. If there are no Tiny wild animals in range, the spell is lost.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=668","name":"Animated Assault","traits":["evocation"],"type":"Spell","level":2,"legacy content":" ","source":"Advanced Player's Guide pg. 214 2.0","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"10-foot burst","saving throw":"basic Reflex","duration":"sustained up to 1 minute","description":"You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals 2d10 bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, the first time each round you Sustain this Spell, it deals 1d10 bludgeoning damage (basic Reflex save) to each creature in the area.\n\n **Heightened (+2)** The initial damage increases by 2d10 and the subsequent damage increases by 1d10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=567","name":"Animus Mine","traits":["abjuration","mental"],"type":"Spell","level":2,"legacy content":"  ","source":"Gods & Magic pg. 106 2.0","traditions":["occult"],"deity":"Arazni","cast":"somatic, verbal","action":"2","saving throw":"Will","duration":"1 hour","description":"You implant a mental mine within your psyche that detonates against anyone attempting to manipulate your thoughts. You can use a single action, which has the concentrate trait, to suppress the effects of the mine for 1 round to allow someone to safely use a mental effect on you. You can Dismiss the spell. \n \n The first creature that uses a magical mental effect against you triggers the animus mine, causing the spell to end. The animus mine deals 4d8 mental damage to the triggering creature, which must attempt a Will save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is stunned 1. \n **Critical Failure** The creature takes double damage and is stunned 1. You are unaffected by the triggering mental effect.\n\n **Heightened (+1)** The damage increases by 2d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=865","name":"Ash Cloud","traits":["air","conjuration","fire"],"type":"Spell","level":2,"legacy content":"   ","source":"Secrets of Magic pg. 90 1.1","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"20-foot burst","saving throw":"Fortitude","duration":"1 minute","description":"You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take 2d4 fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes full damage and is dazzled for 1 round. \n **Critical Failure** The target takes double damage and is blinded for 1 round.\n\n **Heightened (+1)** The damage increases by 1d4.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1445","name":"Augury","traits":["concentrate","manipulate","prediction"],"type":"Spell","level":2,"source":"Player Core pg. 316","traditions":["divine","occult"],"cast":"10 minutes","description":"You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveal the GM's best guess among the following outcomes: good, bad, mixed (the results will be a mix of good and bad), and nothing (there won't be particularly good or bad results). \n \n 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.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=867","name":"Befitting Attire","traits":["illusion","visual"],"type":"Spell","level":2,"legacy content":"  ","source":"Secrets of Magic pg. 90 1.1","traditions":["arcane","occult"],"deity":"The Resplendent Court","cast":"material, verbal","action":"2","range":"30 feet","targets":"5 willing creatures","duration":"1 hour","description":"You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes. \n \n Any creature that touches the attire, uses the Seek action to examine it, or otherwise interacts with it can attempt to disbelieve your illusion.\n\n **Heightened (4th)** You can target up to 20 creatures. \n **Heightened (5th)** You can target up to 100 creatures.","components":["material","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1431","name":"Binding Muzzle","traits":["rare","evocation","force"],"type":"Spell","level":2,"source":"Pathfinder #195: Heavy is the Crown pg. 81","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"100 feet","targets":"1 creature","saving throw":"Fortitude","description":"A shimmering muzzle of pure magical force clamps the target's mouth shut. The target can attempt a Fortitude save to resist the muzzle. For targets with more than one mouth, the caster must target a single mouth. \n \n **Critical Success** The target is unaffected. \n **Success** For 1 round, the target can't use jaws Strikes, Breath Weapons, or any other attack that originates from the mouth, nor can they imbibe anything, including potions, mutagens, and elixirs. \n **Failure** As success, but the effect lasts 1 minute, and they must succeed at a DC 11 flat check to Cast a Spell with verbal components. \n **Critical Failure** As success, but the effect lasts 1 minute and the target can't speak.\n\n **Heightened (5th)** You can target up to 5 creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1433","name":"Blast of the Bellows","traits":["rare","air","evocation"],"type":"Spell","level":2,"source":"Pathfinder #195: Heavy is the Crown pg. 81","traditions":["arcane","divine","primal"],"cast":"somatic, verbal","action":"2","range":"100 feet","area":"20-foot burst","duration":"1 minute","description":"You create a churning eddy of warm air that makes it difficult to fly within the area. This area is difficult terrain for flying creatures. Each time a flying creature enters the area or ends its turn there, it must attempt an Acrobatics check to Maneuver in Flight. \n \n **Success** The creature is unaffected. \n **Failure** The creature descends 30 feet. \n **Critical Failure** The creature descends 60 feet.\n\n **Heightened (4th)** The duration increases to 10 minutes","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1348","name":"Blazing Armory","traits":["concentrate","fire","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 118","traditions":["arcane","divine","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 willing creature","duration":"5 minutes","description":"As long as you have magic, you're never unarmed. You materialize a flaming simulacrum of any common simple or martial weapon into the target's grasp. The target must have a free hand to hold the weapon, or else the weapon falls to the ground in the target's space. The blazing weapon functions as a +1 striking weapon, and its damage type changes to fire. The damage type can't be changed using the versatile trait, modular trait, or similar methods. \n \nA thrown weapon rematerializes in the target's hand after the Strike is complete. If you choose a ranged weapon that uses ammunition, the wielder must still reload the weapon using the normal number of actions, though this generates ammunition automatically; this functions as normal ammunition, and the blazing weapon can't use other types of ammunition. \n \n Any creature other than you or the target that attempts to touch, make a Strike with, or Disarm the weapon takes 1d6 fire damage each time.\n\n **Heightened (4th)** You can target up to 5 willing creatures and can choose a different weapon for each target. The weapons function as +1 striking flaming weapons. \n **Heightened (6th)** As 4th, but the weapons function as +2 greater striking flaming weapons. \n **Heightened (8th)** As 4th, but the weapons function as +3 greater striking greater flaming weapons. \n **Heightened (10th)** As 4th, but the weapons function as +3 superior striking greater flaming weapons."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1233","name":"Blazing Blade","traits":["rare","conjuration","fire","good"],"type":"Spell","level":2,"legacy content":"    ","source":"Kingmaker Companion Guide pg. 71","traditions":["divine","primal"],"cast":"verbal, somatic","action":"2","duration":"1 minute","description":"A scimitar-shaped beam of fiery light springs from your free hand. While the spell lasts, you can use a single action, which has the attack and concentrate traits, to burn your foes with the blazing blade. When you do, make a spell attack roll. On a success, the blazing blade deals 1d6 fire damage plus 1d6 good damage plus your spellcasting ability modifier. On a critical success, it deals double the usual damage.\n\n **Heightened (4th)** The blade's fire damage increases to 2d6. On a critical success, the target takes 1d6 persistent good damage. \n **Heightened (6th)** The blade's fire damage increases to 3d6. On a critical success, the target takes 2d6 persistent good damage. \n **Heightened (8th)** The blade's fire damage increases to 4d6. On a critical success, the target takes 3d6 persistent good damage.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1450","name":"Blazing Bolt","traits":["attack","concentrate","fire","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 318","traditions":["arcane","primal"],"cast":"to","action":"1","actionMax":"3","range":"60 feet","targets":"1 or more creatures","defense":"AC","description":"You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage. \n \n For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. \n \n These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for blazing bolt. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.\n\n **Heightened (+1)** The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2- and 3-action versions.","components":["to"],"oldName":"scorching ray"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=674","name":"Blistering Invective","traits":["auditory","emotion","enchantment","fear","mental"],"type":"Spell","level":2,"legacy content":"     ","source":"Advanced Player's Guide pg. 216 2.0","traditions":["occult"],"deities":"Angradd, Mephistopheles, Ydajisk","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","description":"A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half the persistent fire damage. \n **Failure** The target becomes frightened 1 and takes the full persistent fire damage. \n **Critical Failure** The target becomes frightened 2 and takes double the persistent fire damage.\n\n **Heightened (+2)** You can target two additional creatures, and the persistent damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1214","name":"Blood Duplicate","traits":["uncommon","conjuration"],"type":"Spell","level":2,"legacy content":"  ","source":"Pathfinder #182: Graveclaw pg. 78","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 non-magical object of 1 Bulk or less","duration":"1 hour","description":"This spell deals you 1 piercing damage as you shape a magical duplicate of the target from your blood; you can't cast this spell if you don't have blood. This spell can't duplicate an item made of precious materials, or materials with a rarity of uncommon or higher. If you're ever more than 5 feet from the duplicate, the spell's duration immediately ends. The Perception DC to recognize the duplicate as false using any sense except touch is equal to 10 + your spellcasting ability modifier + your Crafting proficiency bonus. The item feels wet and obviously fake to the touch. When the spell ends, the item collapses into a puddle of blood that quickly evaporates.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1454","name":"Blood Vendetta","traits":["curse"],"type":"Spell","level":2,"source":"Player Core pg. 318","traditions":["arcane","divine","occult"],"cast":"","action":"reaction","trigger":"A creature deals piercing, slashing, or persistent bleed damage to you","requirements":"You can bleed","range":"30 feet","targets":"the triggering creature","defense":"Will","duration":"varies","description":"You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half the persistent bleed damage. \n **Failure** The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. \n **Critical Failure** As failure, but the target takes double the persistent bleed damage.\n\n **Heightened (+2)** The persistent bleed damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1455","name":"Blur","traits":["concentrate","illusion","manipulate","visual"],"type":"Spell","level":2,"source":"Player Core pg. 318","traditions":["arcane","occult"],"cast":"","action":"2","range":"touch","targets":"1 creature","duration":"1 minute","description":"The target's form appears blurry. It becomes concealed. As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to Hide or Sneak."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1097","name":"Bone Spray","traits":["uncommon","necromancy"],"type":"Spell","level":2,"legacy content":"  ","source":"Pathfinder #176: Lost Mammoth Valley pg. 76","traditions":["arcane","divine","primal"],"cast":"somatic, verbal","action":"2","area":"15-foot cone","saving throw":"basic Reflex","description":"You fire a torrent of jagged bone shards from your hands, dealing 2d10 piercing damage and 1 persistent bleed damage to all creatures in the area.\n\n **Heightened (+1)** The piercing damage increases by 1d10 and the persistent bleed damage increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1098","name":"Boneshaker","traits":["uncommon","necromancy"],"type":"Spell","level":2,"legacy content":"  ","source":"Pathfinder #176: Lost Mammoth Valley pg. 76","traditions":["arcane","divine","primal"],"cast":"or","action":"2","actionMax":"3","range":"100 feet","targets":"1 creature with a skeleton","saving throw":"Fortitude","description":"You reach out a hand and seize a creature's skeleton from afar, harming their body and potentially wrenching them by the bones to move them against their will. The number of actions you spend when Casting this Spell determines the spell's effects. Regardless of the number of actions spent to Cast this Spell, the target must attempt a Fortitude save. \n \n ** [two-actions] (somatic, verbal)** You clench your fist, painfully compressing the target's bones and dealing 3d8 bludgeoning damage. \n ** [three-actions] (material, somatic, verbal)** As the 2-action version, plus you pull the target's body by their bones, moving them around like an awkward marionette. This movement follows the rules for forced movement. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. If you cast the 3-action version, you can move the target up to 5 feet; it can choose to fall prone to avoid moving. \n **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. \n **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.\n\n **Heightened (+2)** The damage increases by 3d8.","components":["or"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1219","name":"Bralani Referendum","traits":["uncommon","air","evocation"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #183: Field of Maidens pg. 77","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"20-foot burst","saving throw":"basic Fortitude, see text","duration":"1 minute","description":"You enforce fair play with punishing zephyrs. When you Cast this Spell, choose one condition from among clumsy, drained, enfeebled, or stupefied. When a creature in the area inflicts the chosen condition, they take 2d6 slashing damage with a basic Fortitude save. A creature can't take this damage more than once per round. You can Dismiss the spell.\n\n **Heightened (+2)** Choose one more condition. The slashing damage when a creature inflicts any of the chosen conditions increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=570","name":"Brand the Impenitent","traits":["abjuration","curse"],"type":"Spell","level":2,"legacy content":"  ","source":"Gods & Magic pg. 107 2.0","traditions":["divine"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Fortitude","duration":"varies","description":"You brand the target with an ethereal copy of your deity’s religious symbol. This brand can’t be hidden, but it is visible only to followers of your faith, who see it as clearly as a lit torch. Followers of your faith ignore the target’s concealed condition, if any, and the target gains a –1 status penalty to AC against attacks by followers of your faith. If the target is a follower of your deity in good standing, the spell fails. \n \n **Critical Success** The target is unaffected. \n **Success** The spell lasts for 1 round. \n **Failure** The spell lasts for 1 minute. \n **Critical Failure** The spell has an unlimited duration.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=630","name":"Breath of Drought","traits":["uncommon","evocation","fire"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #151: The Show Must Go On pg. 78","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","area":"10-foot burst","duration":"sustained","description":"You fill the area with an oppressive, arid swelter that overwhelms creatures with heat exhaustion. Objects are unaffected. Each creature in the area when the spell is cast or that ends its turn in the area afterward must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as fire elementals) are immune to breath of drought. \n \n **Success** The creature is unaffected. \n **Failure** The creature is sickened 1. \n **Critical Failure** The creature is sickened 2.\n\n **Heightened (4th)** Once per round when you Sustain the Spell, you can move the center of the burst to a new location within range. \n **Heightened (7th)** As the 4th-level version, except the range is 120 feet and the area is a 20-foot burst.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1382","name":"Brine Dragon Bile","traits":["acid","concentrate","water"],"type":"Spell","level":2,"source":"Rage of Elements pg. 172","traditions":["arcane","primal"],"cast":"","action":"reaction","trigger":"A creature within range takes damage from a slashing or piercing attack, or one that inflicts persistent bleed damage.","range":"30 feet","targets":"the creature that took damage","description":"You spit a glob of caustic saltwater that stings the wounds of the creature. Make a ranged spell attack against the triggering creature's AC. On a hit, salt scours its open wound, dealing 2d6 persistent acid damage.\n\n **Heightened (+2)** The persistent damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1328","name":"Burrow Ward","traits":["concentrate","earth","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 94","traditions":["arcane","primal"],"cast":"","action":"2","area":"15-foot emanation","duration":"sustained up to 1 minute","description":"You solidify the earth around you, hindering burrowing creatures. Creatures that can't burrow through stone can't burrow through the area. Such creatures already underground within the area must succeed at a Fortitude save or be ejected from the area toward the surface. Those who succeed are forced out of the area but can remain underground. Creatures that can burrow through stone treat the area as difficult terrain.\n\n **Heightened (5th)** You create a 30-foot emanation."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1458","name":"Calm","traits":["concentrate","emotion","incapacitation","manipulate","mental"],"type":"Spell","level":2,"source":"Player Core pg. 319","traditions":["divine","occult"],"cast":"","action":"2","range":"120 feet","area":"10-foot burst","defense":"Will","duration":"sustained up to 1 minute","description":"You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save. \n \n **Critical Success** The creature is unaffected. \n **Success** Calming urges impose a –1 status penalty to the creature's attack rolls. \n **Failure** Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm. \n **Critical Failure** As failure, but hostility doesn't end the effect.","oldName":"calm emotions"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1909","name":"Carrion Mire","traits":["uncommon","conjuration","negative"],"type":"Spell","level":2,"source":"Wake the Dead #4 pg. 29","traditions":["arcane","divine","occult"],"cast":"material, somatic, verbal","action":"3","range":"30 feet","area":"15-foot burst","saving throw":"Reflex","duration":"sustained up to 1 minute","description":"The ground opens into a seemingly endless mass of corpse limbs, grasping at all creatures within the area to drag them down. Creatures in the area when the spell is cast or beginning their t urn in the area must succeed at a Relfex save or fall prone. When a creature in the spell's areas would be healed by a vitality effect, the carrion mire attempts to counteract that effect, preventing that healing but not otherwise prevent the effect if its counteracted.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1349","name":"Cauterize Wounds","traits":["concentrate","fire","healing","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 118","traditions":["arcane","divine","primal"],"cast":"","action":"2","range":"60 feet","targets":"up to 5 willing creatures","duration":"1 minute","description":"You seal bleeding wounds with fire. Any target that has persistent bleed damage can choose to take 1 fire damage. If it does, it can attempt to recover from its persistent bleed damage, with the lower DC for particularly effective assistance. During the spell's duration, you can use a single action, which has the concentrate trait, to repeat this effect for one target of the spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=677","name":"Charitable Urge","traits":["enchantment","incapacitation","mental"],"type":"Spell","level":2,"legacy content":"   ","source":"Advanced Player's Guide pg. 216 2.0","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails. \n \n **Critical Success** The target is unaffected. \n **Success** The target is stunned 1 as it wrestles with the urge. \n **Failure** On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be stunned for 1 round instead of giving up the item. This might require the target to Interact to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an Interact action. \n **Critical Failure** As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1366","name":"Clad in Metal","traits":["concentrate","manipulate","metal"],"type":"Spell","level":2,"source":"Rage of Elements pg. 142","traditions":["arcane","divine","primal"],"cast":"","action":"2","range":"touch","targets":"1 metal object of 5 Bulk or less that's unattended or attended by a willing creature","duration":"1 minute","description":"You briefly swap the outer surface of the metal in an object with a suitable amount of a common precious metal from the Plane of Metal. You can instead choose an uncommon or rare metal if you have access to it or the GM has given you access to it. \n \n The object functions as an item of that metal, provided the item would be 2nd level or lower. For example, you could make a dagger into a cold iron or silver dagger (2nd-level items) but couldn't make full plate into cold iron armor or silver armor (5th-level items). This imparts any special properties of the precious metal—a weapon clad in cold iron activates weaknesses to cold iron, for example—and suppresses any special properties of the original metal of which the item was made. \n \n The spell neither changes the structural integrity of the item nor damages it. The object can pass a cursory inspection, but the magical effect is obvious to anyone who studies the item closely, so it doesn't alter the Price of the item if you attempt to sell it.\n\n **Heightened (+1)** The maximum level of the precious metal increases by 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1066","name":"Clawsong","traits":["uncommon","transmutation"],"type":"Spell","level":2,"legacy content":"  ","source":"Pathfinder #171: Hurricane's Howl pg. 77","traditions":["divine","primal"],"cast":"verbal","action":"2","range":"30 feet","targets":"1 willing creature with an unarmed claw Strike","duration":"sustained up to 1 minute","description":"You sing a fierce prayer, low and growling, and awaken the ancient spirit of a Terwa beast to guide and strengthen the target's unarmed blows. The target's claw attack gains the versatile (piercing) trait, and deals 1d6 slashing damage. If the target's claw attack already deals 1d6 slashing damage, it deals 1d8 instead. If its claw attack already had the versatile (piercing) trait, it gains the deadly 1d8 trait.\n\n **Heightened (4th)** The spell can affect up to 6 willing creatures with unarmed claw Strikes.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1467","name":"Cleanse Affliction","traits":["concentrate","healing","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 320","traditions":["divine","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","description":"Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it's completely cured. Although the reduction can't occur again, heightened versions of this spell attempt to counteract with each casting.\n\n **Heightened (3rd)** Attempt to counteract the affliction if it is a disease or poison. \n **Heightened (4th)** Attempt to counteract the affliction if it is a curse, disease, or poison.","oldName":"neutralize poison, remove curse, remove disease"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1313","name":"Cleanse Air","traits":["air","concentrate","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 70","traditions":["arcane","divine","primal"],"cast":"","action":"2","range":"120 feet","area":"30-foot burst","duration":"1 minute","description":"You purify the air in the area, making it clean and breathable. This removes inhaled poisons, pollution, and similar contaminants from the air but doesn't prevent future contamination. This effect is immediate; for the remaining duration, the spell prevents any further contamination from altering air in the area, including keeping toxic air bordering the area from coming inside. This spell doesn't create air, so casting it underwater wouldn't create breathable air, nor would it affect any toxins within air suspended in the water.\n\n **Heightened (3rd)** The area increases to 60 feet. \n **Heightened (4th)** The area increases to 120 feet. \n **Heightened (6th)** The area increases to 500 feet. \n **Heightened (9th)** The area increases to 1 mile."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1469","name":"Clear Mind","traits":["concentrate","healing","manipulate","mental"],"type":"Spell","level":2,"source":"Player Core pg. 320","traditions":["divine","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","description":"You drive mental contamination from the target's mind. Attempt to counteract an effect of your choice imposing one of these conditions on the target: fleeing, frightened, and stupefied. If you failed to counteract the effect but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect's duration doesn't elapse while it's suppressed. This spell can't counteract or suppress conditions that are part of curses, diseases, or a natural state of the target.\n\n **Heightened (4th)** Add confused, controlled, and slowed to the list of conditions. \n **Heightened (6th)** Add doomed to the list of conditions. \n **Heightened (8th)** Add stunned to the list of conditions.","oldName":"remove fear"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1281","name":"Confetti Cloud","traits":["uncommon","conjuration"],"type":"Spell","level":2,"legacy content":"  ","source":"Firebrands pg. 88","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["arcane","occult"],"cast":"to","action":"1","actionMax":"3","range":"90 feet","area":"varies","duration":"1 minute","description":"You conjure a dense storm of swirling confetti. All creatures within the area of the confetti become concealed, and all creatures outside the storm become concealed to creatures within it. Additionally, creatures in the area of the confetti continually hear the raucous sounds of a party or festival and take a –2 circumstance penalty on Perception checks to hear. The number of actions you spend when Casting this Spell determines its area. You can Dismiss the spell. \n |1| (somatic) The spell's area is a 5-foot burst. \n |2| (somatic, verbal) The spell's area is a 10-foot burst. \n |3| (material, somatic, verbal) The spell's area is a 15-foot burst.","components":["to"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1475","name":"Create Food","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 321","traditions":["arcane","divine","primal"],"cast":"1 hour","range":"30 feet","description":"You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).\n\n **Heightened (4th)** You can feed 12 Medium creatures. \n **Heightened (6th)** You can feed 50 Medium creatures. \n **Heightened (8th)** You can feed 200 Medium creatures.","components":["1 hour"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1282","name":"Cutting Insult","traits":["uncommon","auditory","emotion","enchantment","fear","linguistic","mental"],"type":"Spell","level":2,"legacy content":"       ","source":"Firebrands pg. 89","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","description":"You utter an insult so offensive that it cuts your target to the quick. Your target takes 4d6 mental damage and 1 persistent bleed damage and must attempt a Will save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half mental damage but no persistent bleed damage, and it becomes frightened 1. \n **Failure** The creature takes full mental damage and full persistent bleed damage, and it becomes frightened 2. \n **Critical Failure** The creature takes double mental damage and double persistent bleed damage, and becomes frightened 3.\n\n **Heightened (+2)** The mental damage increases by 4d6, and the bleed damage increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1111","name":"Dancing Shield","traits":["uncommon","evocation"],"type":"Spell","level":2,"legacy content":"  ","source":"Knights of Lastwall pg. 92","access":"Knights of Lastwall have access to this spell.","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 touched shield and 1 willing creature","duration":"sustained up to 1 minute","description":"You levitate the touched shield and orbit it around a nearby ally. When you Cast the Spell and Sustain the Spell, the shield uses the Raise a Shield action to protect the target creature.\n\n **Heightened (4th)** If you have the Shield Block reaction, you can use your reaction to have the target shield use Shield Block when the target creature would take damage from a physical attack, in addition to the usual trigger. In this case, Shield Block protects the target creature, rather than you. Since the shield is using Shield Block and not you, additional effects or abilities that normally apply when you Shield Block don't apply.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1480","name":"Darkness","traits":["concentrate","darkness","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 322","traditions":["arcane","divine","occult","primal"],"cast":"","action":"3","range":"120 feet","area":"20-foot burst","duration":"1 minute","description":"You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell's rank or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.\n\n **Heightened (4th)** Even creatures with darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as concealed."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1481","name":"Darkvision","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 322","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","duration":"1 hour","description":"You grant yourself supernatural sight in areas of darkness. You gain darkvision.\n\n **Heightened (3rd)** The spell's range is touch and it targets 1 willing creature. \n **Heightened (5th)** The spell's range is touch and it targets 1 willing creature. The duration is until your next daily preparations."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1483","name":"Deafness","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 322","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Fortitude","description":"The target loses its hearing. It must attempt a Fortitude save, and it is then temporarily immune for 1 minute. \n \n **Critical Success** The target is unaffected. \n **Success** The target is deafened for 1 round. \n **Failure** The target is deafened for 10 minutes. \n **Critical Failure** The target is deafened permanently."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=63","name":"Death Knell","traits":["death","necromancy"],"type":"Spell","level":2,"legacy content":"  ","source":"Core Rulebook pg. 328 4.0","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 living creature that has 0 HP","saving throw":"Will","description":"You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. \n \n **Critical Success** The target is unaffected. \n **Success** The target's dying value increases by 1. \n **Failure** The target dies.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=685","name":"Dismantle","traits":["transmutation"],"type":"Spell","level":2,"legacy content":" ","source":"Advanced Player's Guide pg. 218 2.0","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 non-magical object in your possession of 1 Bulk or less","duration":"1 minute","description":"You touch an object, and it immediately disassembles itself into its component pieces. The spell fails if the target lacks component pieces (such as a statue carved from one block of stone), and using it on a dangerous object like a snare or trap typically triggers it. The object gains the broken condition, and the component pieces become small enough to be hidden under normal clothing and armor. You can Dismiss the spell. \n \n When the spell ends, the object reassembles itself into its original form, appearing in your hand or hands if you have them free, or on the ground in front of you otherwise. Once reassembled, the object loses the broken condition and its Hit Points return to the value the object had when you Cast the Spell.\n\n **Heightened (4th)** The spell lasts for 10 minutes. \n **Heightened (6th)** The spell lasts until your next daily preparations.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1493","name":"Dispel Magic","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 325","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"120 feet","targets":"1 spell effect or unattended magic item","description":"You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, it becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=905","name":"Elemental Zone","traits":["evocation"],"type":"Spell","level":2,"legacy content":" ","source":"Secrets of Magic pg. 104 1.1","traditions":["arcane","primal"],"spell list":"elemental","cast":"somatic, verbal","action":"2","range":"120 feet","area":"20-foot radius burst","duration":"1 minute","description":"Select an elemental trait: air, earth, fire, or water. Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for air, bludgeoning for earth, fire for fire, and bludgeoning or cold for water. The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). \n \n The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type. **Elemental Spell Changes** **Source** Rage of Elements pg. 55 \n Add metal (electricity or slashing damage) and wood (bludgeoning or vitality damage) to the choices.\n\n **Heightened (+2)** The status bonus increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1511","name":"Embed Message","traits":["concentrate","illusion","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 328","traditions":["arcane","occult"],"deity":"Nethys","cast":"","action":"2","range":"touch","targets":"1 object or willing creature","duration":"unlimited","description":"You specify a trigger and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, illusory text of your message circles the target accompanied by a disembodied voice. You can choose a language you know for the text and speech, and can choose what the voice sounds like. Once the message is completed, the spell ends.\n\n **Heightened (4th)** You can add a simple sensory component to emphasize the message, such as an odor, visual effect, or physical sensation. This addition is obviously illusory and part of the message, lasting only while the message is being read. \n **Heightened (6th)** As 4th rank, but you can choose how many times the spell repeats the message before it ends; there is no limit to the number of repetitions.","oldName":"magic mouth"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1115","name":"Empathic Link","traits":["uncommon","divination","emotion","mental"],"type":"Spell","level":2,"legacy content":"    ","source":"Knights of Lastwall pg. 93","access":"Knights of Lastwall have access to this spell.","traditions":["arcane","occult"],"cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"1 willing creature","duration":"1 hour","description":"You forge a bond between yourself and the target, enabling you to feel each other's emotions. You and the target can communicate empathetically, sharing emotions, at a distance of up to 1 mile.\n\n **Heightened (4th)** You can target up to 4 willing creatures, and the duration increases to 8 hours.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1151","name":"Empty Pack","traits":["illusion"],"type":"Spell","level":2,"legacy content":" ","source":"Dark Archive pg. 105","traditions":["arcane","occult"],"cast":"material, somatic","action":"2","range":"touch","targets":"1 container of 2 Bulk or less","duration":"1 hour","description":"You render every item inside the container you touch invisible, although the container itself remains visible. The items within are undetected to all creatures, though a creature can attempt to find an item by reaching into the bag, making an item hidden to them instead if they succeed. Additionally, the spell doesn't prevent the items from making protrusions in the bag, adding weight, making noise when jostling around, and so on. However, the spell prevents anything within the container from falling out if it's upended. Any object removed from the container becomes visible and remains visible even if returned to the container.\n\n **Heightened (4th)** The duration is until the next time you make your daily preparations.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=101","name":"Enhance Victuals","traits":["transmutation"],"type":"Spell","level":2,"legacy content":" ","source":"Core Rulebook pg. 335 4.0","traditions":["divine","primal"],"cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"up to 1 gallon of non-magical water or up to 5 pounds of food","duration":"1 hour","description":"You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food's taste and ingredients to make it a gourmet treat. \n \n Prior to the transformation, the spell attempts to counteract any poisons in the food or water. The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone.\n\n **Heightened (+1)** The number of gallons of water you can target increases by 1, or the number of pounds of food you can target increases by 5.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1514","name":"Enlarge","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":2,"source":"Player Core pg. 329","traditions":["arcane","primal"],"deities":"Gorum, Iomedae, Rovagug","cast":"","action":"2","range":"30 feet","targets":"1 willing creature","duration":"5 minutes","description":"Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature.\n\n **Heightened (4th)** The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature. \n **Heightened (6th)** Choose either the 2nd-rank or 4th-rank version of this spell and apply its effects to up to 10 willing creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1517","name":"Environmental Endurance","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 329","traditions":["arcane","divine","primal"],"cast":"10 minutes","range":"touch","targets":"1 willing creature","duration":"until your next daily preparations","description":"You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).\n\n **Heightened (3rd)** The target is protected from severe cold and severe heat. \n **Heightened (5th)** The target is protected from severe cold, severe heat, extreme cold, and extreme heat.","components":["10 minutes"],"oldName":"endure elements"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1117","name":"Erase Trail","traits":["uncommon","abjuration"],"type":"Spell","level":2,"legacy content":"  ","source":"Knights of Lastwall pg. 93","access":"Knights of Lastwall have access to this spell.","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"100 feet","area":"40-foot burst","description":"You drastically reduce all signs of one specific creature's passage from the area, including footprints, handprints, dirt, and minor changes caused to the surrounding environment, like the bending of grass. The DC of checks to Seek or Search and discover such signs within the area gains a +4 status bonus or is equal to your spell DC, whichever is higher. This spell doesn't repair objects the creature damaged, return slain creatures to life, or remove objects or garbage left behind. It also doesn't prevent others from noticing that the creature's trail ends or begins abruptly outside the area. Finally, this spell doesn't hide the creature from sight or prevent them from leaving new signs of their presence after this spell is cast.\n\n **Heightened (+2)** The range increases by 100 feet, the area increases by 20 feet, and you can remove all signs of 1 additional creature's passage from the area.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1518","name":"Everlight","traits":["concentrate","light","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 329","traditions":["arcane","divine","occult","primal"],"cast":"","action":"3","range":"touch","targets":"a gemstone worth 6 gp or more","duration":"unlimited","description":"The gemstone you touch glows, spreading bright light with a color of your choice in a 20-foot radius (and dim light for the next 20 feet). The spell ends immediately if the gemstone is broken.","oldName":"continual flame"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=574","name":"Expeditious Excavation","traits":["earth","transmutation"],"type":"Spell","level":2,"legacy content":"  ","source":"Gods & Magic pg. 107 2.0","traditions":["arcane","primal"],"deities":"Kabriri, Magrim, Sairazul","cast":"somatic, verbal","action":"2","range":"touch","area":"cube of dirt 5 feet across or smaller","description":"You remove loose dirt, dust, gravel, sand, and the like (though not solid stone) up to the size of a 5-foot cube. Any Medium or smaller creature standing atop the earth when the spell is cast must attempt a Reflex save or Acrobatics check. \n \n **Success** The creature is unaffected and can choose to either descend the pit without damage or move to the nearest available space of its choice. \n **Failure** The creature falls prone in the nearest available space of its choice, or falls into the pit if it prefers. \n **Critical Failure** The creature falls into the pit excavated by the spell and lands prone, taking falling damage as normal.\n\n **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.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1331","name":"Exploding Earth","traits":["concentrate","earth","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 94","traditions":["arcane","primal"],"cast":"","action":"2","range":"120 feet","targets":"1 creature","defense":"AC","description":"You throw a hard-packed ball of earth and stone at a creature, and the projectile explodes upon impact. Attempt a spell attack against the target's AC. If you hit, you deal 4d6 bludgeoning damage plus 1d6 bludgeoning splash damage. On a critical hit, double the initial damage, but not the splash damage, and the target you hit must succeed at a Fortitude saving throw or fall prone.\n\n **Heightened (+2)** The damage increases by 2d6, and the splash damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=907","name":"Extract Poison","traits":["abjuration"],"type":"Spell","level":2,"legacy content":" ","source":"Secrets of Magic pg. 104 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 poison on or in an object","description":"With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add 1d6 poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=107","name":"Faerie Fire","traits":["evocation","light"],"type":"Spell","level":2,"legacy content":"  ","source":"Core Rulebook pg. 337 4.0","traditions":["divine","occult","primal"],"spell list":"elemental","cast":"somatic, verbal","action":"2","range":"120 feet","area":"10-foot burst","duration":"5 minutes","description":"All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected.","components":["somatic","verbal"],"oldName":"revealing light"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1523","name":"False Vitality","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 331","traditions":["arcane","occult"],"deity":"Urgathoa","cast":"","action":"2","duration":"8 hours","description":"You augment your flesh with the energies typically used to manipulate the undead. You gain 10 temporary Hit Points.\n\n **Heightened (+1)** The temporary Hit Points increase by 3.","oldName":"false life"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1353","name":"Falsify Heat","traits":["concentrate","fire","illusion","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 119","traditions":["arcane","primal"],"cast":"","action":"2","range":"60 feet","targets":"1 willing creature or object","duration":"8 hours","description":"You veil the signs of the fires of vitality, altering the target's apparent body temperature. This illusion applies to all senses, and a creature that touches the target can attempt to disbelieve the illusion. You can Dismiss the spell. Choose an illusory body temperature when you cast the spell.\r\n * **Moderate** The target's body temperature appears the same as the surrounding environment, giving the target a +2 circumstance bonus to Deception checks to Impersonate an undead, a cold-blooded creature, or an inanimate object (such as a corpse). The target is also invisible to heatvision and other abilities that sense heat similarly.\r\n * **Warm** The target appears to emit substantial body heat, gaining a +2 circumstance bonus to Deception checks to Impersonate a warm-blooded creature.\r\n\r\n\r\n\n **Heightened (4th)** You can target up to 10 creatures, and you can choose a different body temperature for each of them."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1080","name":"Fear the Sun","traits":["uncommon","transmutation"],"type":"Spell","level":2,"legacy content":"  ","source":"Pathfinder #172: Secrets of the Temple City pg. 77","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Fortitude","description":"You cause the creature's vision to become particularly sensitive. The creature must attempt a Fortitude save. The creature is then temporarily immune for 1 minute. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is dazzled for 1 round. \n **Failure** The creature is dazzled for 1 minute. \n **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.\n\n **Heightened (6th)** You can target up to 10 creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=575","name":"Feast of Ashes","traits":["curse","necromancy"],"type":"Spell","level":2,"legacy content":"  ","source":"Gods & Magic pg. 107 2.0","traditions":["arcane","occult","primal"],"deities":"Fumeiyoshi, Trelmarixian","cast":"material, somatic, verbal","action":"3","range":"30 feet","targets":"1 living creature","saving throw":"Fortitude","duration":"1 week","description":"You curse the target with a hunger no food can sate. You can Dismiss the spell. The target must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected and is temporarily immune for 1 hour. \n **Success** The creature is fatigued for 1 round. \n **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. \n **Critical Failure** As failure but the creature takes 2d4 damage each day, twice as much as usual for hunger.\n\n **Heightened (+1)** The hunger becomes more unbearable, increasing the damage each day by 1d4, or by 2d4 on a critical failure.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=909","name":"Feral Shades","traits":["necromancy"],"type":"Spell","level":2,"legacy content":" ","source":"Secrets of Magic pg. 105 1.1","traditions":["primal"],"deity":"Orcus","cast":"somatic, verbal","action":"2","area":"30-foot cone","saving throw":"basic Fortitude","description":"A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal 2d4 slashing damage and 2d4 negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: prone creatures or those taking persistent bleed damage take a –2 status penalty to the save.\n\n **Heightened (+1)** The slashing damage and the negative damage each increase by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=689","name":"Final Sacrifice","traits":["evocation","fire"],"type":"Spell","level":2,"legacy content":"  ","source":"Advanced Player's Guide pg. 219 2.0","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 creature with the minion trait that you summoned or permanently control","description":"You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and the explosion deals 6d6 fire damage to creatures within 20 feet of it (basic Reflex save). \n \n If the target has the cold or water trait, the spell instead deals cold damage and gains the cold trait in place of the fire trait. If used on a creature that isn't mindless, this spell has the evil trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1355","name":"Fireproof","traits":["concentrate","fire","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 119","traditions":["arcane","divine","primal"],"cast":"1 minute","range":"touch","targets":"1 object up to 10 Bulk","duration":"1 hour","description":"You prevent the target item from conducting heat or catching fire for the spell's duration. The item gains fire resistance 10. In addition, effects with the fire trait that target the item must first succeed at a counteract check against your spell DC.\n\n **Heightened (4th)** The duration is 24 hours. \n **Heightened (6th)** The duration is unlimited.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=912","name":"Flame Wisp","traits":["evocation","fire"],"type":"Spell","level":2,"legacy content":"  ","source":"Secrets of Magic pg. 106 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Three faintly glowing wisps of fire float around your head. Each time you hit a creature with a Strike, one of the wisps goes hurtling towards that creature, dealing 1d4 fire damage. If you Cast a Spell with the fire trait while you have fewer than three wisps, a new wisp appears.\n\n **Heightened (+2)** The damage increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1533","name":"Floating Flame","traits":["concentrate","fire","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 332","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","area":"1 5-foot square","defense":"Reflex","duration":"sustained up to 1 minute","description":"You create a fire that burns without fuel and moves to your commands. The flame deals 3d6 fire damage to each creature in the square in which it appears, with a basic Reflex save. When you Sustain this spell, you can levitate the flame up to 10 feet. It then deals damage to each creature whose space it shared at any point during its flight. This uses the same damage and save, and you roll the damage once each time you Sustain. A given creature can take damage from floating flame only once per round.\n\n **Heightened (+1)** The damage increases by 1d6.","oldName":"flaming sphere"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=576","name":"Fungal Hyphae","traits":["fungus","necromancy"],"type":"Spell","level":2,"legacy content":"  ","source":"Gods & Magic pg. 108 2.0","traditions":["primal"],"deity":"Cyth-V'sug","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Thin hyphae grow from your feet and plunge into the earth, creating a symbiotic fungal network that attaches to plants within 30 feet and connects you to their root systems. You gain an imprecise tremorsense allowing you to sense anything directly touching plants within that distance. If you move, the hyphae snap and the spell ends.\n\n **Heightened (4th)** You can control plants in the area to a small degree, allowing you to make Strikes with tree branches, exposed roots, or similarly solid plants. To do so, you use a Strike action, but you can Strike any creature you can detect with your tremorsense. These are melee spell attacks that deal 2d8 bludgeoning damage plus your spellcasting ability modifier. Unusual plants, such as thorny vines, might deal a different type of damage at the GM’s discretion. You can’t make any other attacks through these plants, or take any other actions through them, other than these Strikes. \n **Heightened (6th)** As 4th level, but you can use other simple manipulate actions through the plants, including having a branch pick an object up or open a door, though more complex actions, such as picking a lock or disabling a trap, remain impossible.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=691","name":"Fungal Infestation","traits":["conjuration"],"type":"Spell","level":2,"legacy content":" ","source":"Advanced Player's Guide pg. 220 2.0","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"touch","area":"15-foot cone","saving throw":"Fortitude","description":"Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The target takes half the persistent poison damage. \n **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. \n **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.\n\n **Heightened (+2)** The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1541","name":"Gecko Grip","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 333","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"1 creature","duration":"10 mintues","description":"Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed.\n\n **Heightened (5th)** The duration increases to 1 hour.","oldName":"spider climb"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1316","name":"Gentle Breeze","traits":["air","concentrate","healing","manipulate","vitality"],"type":"Spell","level":2,"source":"Rage of Elements pg. 70","traditions":["divine","occult","primal"],"cast":"","action":"2","range":"60 feet","area":"40-foot burst","duration":"10 minutes","description":"A light, soothing breeze flows through the area, making it easier to rest and recover. Medicine checks attempted to benefit living creatures in the area get a +2 status bonus. Any living creature in the area also gets a +2 status bonus to saving throws against afflictions and, if it remains within the area for the full duration, regains 10 Hit Points. In addition, the cool breeze reduces the temperature effects of heat by one step for any creature in the area.\n\n **Heightened (+2)** The healing increases by 10 Hit Points."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1543","name":"Ghostly Carrier","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 333","traditions":["arcane","occult"],"cast":"","action":"2","range":"120 feet","duration":"1 minute","description":"You create a Tiny, semi-corporeal figure with a form you choose. It hovers near you for the duration. When you Cast a Spell that has a range of touch, you can have the carrier move within range, deliver the spell to a creature there, and return to you. If the carrier must attempt a spell attack roll, it uses your normal bonuses. The carrier has your AC and saves, but it is destroyed by any damage.","oldName":"spectral hand"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=134","name":"Ghoulish Cravings","traits":["disease","evil","necromancy"],"type":"Spell","level":2,"legacy content":"   ","source":"Core Rulebook pg. 341 4.0","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Fortitude","description":"You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is afflicted with ghoul fever at stage 1. \n **Failure** The target is afflicted with ghoul fever at stage 2. \n **Critical Failure** The target is afflicted with ghoul fever at stage 3. \n \n **Ghoul Fever** (disease); **Level** 3; **Stage 1** carrier with no ill effects (1 day); **Stage 2** 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 3d8 negative damage and the creature gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** the creature dies and rises as a ghoul at the next midnight","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=858","name":"Grave Impressions","traits":["uncommon","necromancy"],"type":"Spell","level":2,"legacy content":"  ","source":"Pathfinder #169: Kindled Magic pg. 77","traditions":["divine","occult"],"cast":"1 minute (somatic, verbal)","range":"touch","targets":"1 corpse","duration":"10 minutes","description":"You project a fragment of your senses into the corpse. While within 500 feet of the corpse (even if it's outside your line of sight or line of effect), you can see from where the target corpse had eyes using your normal visual senses, and you can hear from where the corpse had ears using your normal auditory senses. You can switch between your own vision and hearing, and the corpse's senses, with a single action that has the concentrate trait. If the corpse naturally lacked eyes or hearing organs in life, you cannot use that sense when using this spell. If the corpse is moved from its location, the spell ends.\n\n **Heightened (4th)** The duration increases to 1 hour. \n **Heightened (6th)** The duration lasts until the next time you make your daily preparations.","components":["1 minute (somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=923","name":"Guiding Star","traits":["detection","divination","mental"],"type":"Spell","level":2,"legacy content":"   ","source":"Secrets of Magic pg. 109 1.1","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"planetary","targets":"1 creature you've met","duration":"until your next daily preparations","description":"You call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=694","name":"Heat Metal","traits":["evocation","fire"],"type":"Spell","level":2,"legacy content":"  ","source":"Advanced Player's Guide pg. 220 2.0","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 metal item or metal creature","description":"This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals 4d6 fire damage and 2d4 persistent fire damage to the creature, which must attempt a Reflex saving throw. \n \n If you target an item held by the creature, the creature can Release the item to improve their degree of success by one step from the result of their saving throw. The persistent damage is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the persistent damage as normal, since the item remains hot and can sear someone who picks it up. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and the object deals no persistent fire damage. \n **Failure** The creature takes full damage and the object deals full persistent damage. \n **Critical Failure** As failure, but the creature takes double damage and the object deals double persistent damage.\n\n **Heightened (+1)** The initial damage increases by 2d6 and the persistent damage increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1402","name":"Helpful Wood Spirits","traits":["concentrate","manipulate","wood"],"type":"Spell","level":2,"source":"Rage of Elements pg. 196","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","area":"5-foot burst","duration":"sustained up to 1 minute","description":"Upon casting this spell, a cluster of little wood spirits tumbles into the area. They perform a simple task each round. These spirits are a magical echo of the true spirits that live on the Plane of Wood and can't be attacked, damaged, or otherwise interfered with. These spirits often look like kodama but can appear in any of the countless varieties of wood spirits that inhabit the Plane of Wood. \n \n Choose the kind of aid your wood spirits supply from the list below when you Cast the Spell. The first time each round you Sustain the spell, you can move the area occupied by the apparitions up to 10 feet and you can choose the kind of aid they provide this round.\r\n * **Chores** The wood spirits perform a minor manual task of your choice, such as cleaning, opening a door, picking up an unattended object, or carrying an object from one location to another. The spirits can't pick up or carry an object of greater than 2 Bulk.\r\n * **Distract** The wood spirits distract your foes, clambering all over their feet and bodies and being a nuisance. Creatures in the area are off-guard unless they succeed at a Reflex save.\r\n * **Obstacle** The wood spirits fill the area as a chaotic, bouncing mass. The area they occupy is difficult terrain.\r\n * **Search** The wood spirits Seek in the area they occupy, using your Perception check as their own. You learn anything they do from Seeking in this way.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1207","name":"Horrifying Blood Loss","traits":["uncommon","curse","emotion","enchantment","fear","mental"],"type":"Spell","level":2,"legacy content":"      ","source":"Pathfinder #181: Zombie Feast pg. 79","traditions":["arcane","divine","occult"],"cast":"verbal","action":"1","range":"30 feet","targets":"1 creature taking bleed damage","saving throw":"Will","duration":"varies","description":"You curse the target, filling it with terror at the loss of its blood. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is frightened 1. \n **Failure** The target is frightened 2. Until it stops bleeding, its frightened value can't decrease below frightened 1. \n **Critical Failure** As failure, but the target is frightened 3.\n\n **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.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1560","name":"Humanoid Form","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":2,"source":"Player Core pg. 335","traditions":["arcane","occult","primal"],"cast":"","action":"2","duration":"10 minutes","description":"You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, or orc. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (typically to 5 feet). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size. \n \n Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell.\n\n **Heightened (3rd)** You gain darkvision or low-light vision if the form you assume has that ability. \n **Heightened (5th)** You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=928","name":"Ignite Fireworks","traits":["evocation","fire","sonic"],"type":"Spell","level":2,"legacy content":"   ","source":"Secrets of Magic pg. 110 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"10-foot burst","saving throw":"Reflex","description":"A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and is dazzled for 1 round. \n **Failure** The creature takes full damage and is dazzled for 3 rounds. \n **Critical Failure** The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute.\n\n **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.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1567","name":"Illusory Creature","traits":["auditory","concentrate","illusion","manipulate","olfactory","visual"],"type":"Spell","level":2,"source":"Player Core pg. 336","traditions":["arcane","occult"],"cast":"","action":"2","range":"500 feet","duration":"sustained","description":"You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends. \n \n The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows. \n \nIn combat, the illusion can use 2 actions per turn, which it uses when you Sustain the spell. It uses your spell attack modifier for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends. \n \n The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes 3d4 mental damage. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion. \n \n Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it.\n\n **Heightened (+1)** The damage of the image's Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan)."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1287","name":"Illusory Shroud","traits":["uncommon","illusion","visual"],"type":"Spell","level":2,"legacy content":"   ","source":"Firebrands pg. 89","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 willing creature","duration":"1 minute","description":"You shroud the target in subtle illusions that make it difficult to detect. The target gains a +1 status bonus to Stealth checks to Hide or Sneak. For the duration, the target can become hidden to a creature even if they don't have cover and aren't otherwise concealed from that creature. Even if the target isn't concealed or doesn't have cover or greater cover at the end of a Sneak action, the target isn't automatically observed.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=826","name":"Imp Sting","traits":["uncommon","evil","necromancy","poison"],"type":"Spell","level":2,"legacy content":"    ","source":"Pathfinder #160: Assault on Hunting Lodge Seven pg. 80","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Fortitude","description":"You reproduce an imp's evil, poisonous sting, stabbing at an enemy and possibly affecting them with the devil's benumbing venom. You deal 1d4 piercing damage to the touched creature and afflict the creature with imp venom. If the target takes piercing damage, they also take 1d6 evil damage and must attempt a Fortitude save. \n **Critical Success** The target is unaffected. \n **Success** The target takes 1d6 poison damage. \n **Failure** The target is afflicted with imp venom at stage 1. \n **Critical Failure** The target is afflicted with imp venom at stage 2. \n \n **Imp Venom** (poison) **Level** 3; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison and clumsy 1; **Stage 2** 1d6 poison, clumsy 1, and slowed 1 (1 round).\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1094","name":"Impart Empathy","traits":["uncommon","emotion","enchantment","mental"],"type":"Spell","level":2,"legacy content":"    ","source":"Pathfinder #175: Broken Tusk Moon pg. 80","traditions":["occult","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 animal","saving throw":"Will","duration":"1 day","description":"You expand the target's ability to understand social cues that are normally beyond its comprehension. Any creature to which the target isn't unfriendly or hostile can use Diplomacy to Make an Impression on it and to make very simple Requests of it. This doesn't render the animal any more inclined to help than it otherwise would be.\n\n **Heightened (4th)** The spell can also target plants and fungi.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=856","name":"Impeccable Flow","traits":["uncommon","divination","lawful"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #169: Kindled Magic pg. 76","traditions":["arcane","divine"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You attune yourself to an underlying cosmic order to the world. While you remain in tune with this power, you gain a +1 status bonus to Perception checks, saving throws, and skill checks. If you critically fail any check while under the effects of this spell, the bonus ends and you instead have a –1 status penalty to all checks for the remaining duration.\n\n **Heightened (5th)** The status bonus increases to +2. \n **Heightened (8th)** The status bonus increases to +3.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=934","name":"Inner Radiance Torrent","traits":["force","light","necromancy"],"type":"Spell","level":2,"legacy content":"   ","source":"Secrets of Magic pg. 112 1.1","traditions":["divine","occult"],"cast":"to 2 rounds","action":"2","area":"line 60 feet or longer","saving throw":"basic Reflex","description":"You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness. \n \n |2| **(somatic, verbal)** The line is 60 feet long. \n |3| **(material, somatic, verbal)** The line is 120 feet long. \n **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.\n\n **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.","components":["2 rounds"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=935","name":"Instant Armor","traits":["conjuration","contingency","extradimensional","metal"],"type":"Spell","level":2,"legacy content":"    ","source":"Secrets of Magic pg. 112 1.1","traditions":["arcane","divine","occult","primal"],"cast":"10 minutes (material, somatic, verbal)","duration":"24 hours","description":"Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space that's linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don't gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn't been used by the time the spell's duration ends, the extradimensional space collapses, ejecting the armor's pieces on the ground under you. \n \n **Armor Up!** |1| (manipulate) **Effect** You snap your fingers. The armor returns to your body.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1288","name":"Instant Parade","traits":["uncommon","auditory","aura","illusion","visual"],"type":"Spell","level":2,"legacy content":"     ","source":"Firebrands pg. 89","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","area":"10-foot emanation","duration":"10 minutes","description":"An illusory parade with dozens of participants and performers appears around you, following you as you move. The parade is lively and noisy, providing enough cover and distraction to hide among the crowd. Creatures can Hide inside the crowd, though creatures that disbelieve the illusion still see creatures within as normal. You are automatically hidden among the parade as it always follows you. Creatures attempting to locate you must succeed at a Perception check against your spell DC, though you can actively choose to Hide if you prefer to use Stealth instead. \n \n You can choose to send the parade off with a 2-action activity, which has the concentrate trait. When you do so, the parade no longer follows you and instead continues traveling in the direction of your choice. The parade travels 100 feet over 1 round and then disappears as the spell is Dismissed. You can otherwise Dismiss the spell normally if you prefer.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1577","name":"Invisibility","traits":["illusion","manipulate","subtle"],"type":"Spell","level":2,"source":"Player Core pg. 339","traditions":["arcane","occult"],"deity":"Norgorber","cast":"","action":"2","range":"touch","targets":"1 creature","duration":"10 minutes","description":"Illusions bend light around the target, rendering it invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.\n\n **Heightened (4th)** The spell lasts 1 minute, but it doesn't end if the target uses a hostile action."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=579","name":"Iron Gut","traits":["transmutation"],"type":"Spell","level":2,"legacy content":" ","source":"Gods & Magic pg. 108 2.0","traditions":["arcane","primal"],"cast":"material, somatic","action":"2","duration":"1 hour","description":"Your mouth, esophagus, and stomach become incredibly elastic and tougher than metal. For the duration of the spell, you can reach down your throat to store or retrieve a single object of light or negligible Bulk in your stomach, as though your stomach were a backpack or other container. Storing and retrieving an item in this way requires an Interact action. The object must be small enough to reasonably fit within your stomach. It is very difficult for other creatures to notice that you are hiding an object in this way; passive observers can’t possibly notice and you gain a +4 circumstance bonus to your Stealth checks to Conceal the Object unless the searcher specifically searches your mouth and stomach. If at the end of the spell’s duration you still have an object stored in your stomach, it is violently expelled, dealing 1d6 damage to you.\n\n **Heightened (3rd)** The duration increases to 8 hours.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1581","name":"Knock","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 340","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 door, lock, or container","duration":"1 minute","description":"You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an Athletics or a Thievery check. You can attempt a Thievery check to open the target as part of casting knock, and you add your level even if you're untrained. \n \n Knock counteracts lock."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1583","name":"Laughing Fit","traits":["concentrate","emotion","manipulate","mental"],"type":"Spell","level":2,"source":"Player Core pg. 340","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 living creature","defense":"Will","duration":"sustained","description":"The target is overtaken with uncontrollable laughter. It must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is plagued with uncontrollable laugher. It can't use reactions. \n **Failure** The target is slowed 1 and can't use reactions. \n **Critical Failure** The target falls prone and can't use actions or reactions for 1 round. It then takes the effects of a failure.","oldName":"hideous laughter"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1120","name":"Lock Item","traits":["uncommon","abjuration"],"type":"Spell","level":2,"legacy content":"  ","source":"Knights of Lastwall pg. 94","access":"Knights of Lastwall have access to this spell.","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 object held by 1 creature and the creature holding it","saving throw":"Reflex","duration":"varies","description":"One object held by a creature becomes fused to that creature's hand and can't be put down. To Disarm or Steal the item, the result of the skill check must exceed the spell's DC or the normal DC, whichever is higher. To voluntarily drop the weapon, the target must spend an Interact action rather than a free action, and then succeed at a Reflex save. On a failed save, the action is wasted, but on a success, they drop the item and the spell ends. An unwilling creature must attempt an initial Reflex save against lock item. A willing creature can choose to critically fail the saving throw. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is affected for 1 round. \n **Failure** The creature is affected for 4 rounds. \n **Critical Failure** The creature is affected for 1 minute.\n\n **Heightened (+2)** You can target either 1 additional object held by the same creature or 1 additional object held by 1 additional creature.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1185","name":"Loose Time's Arrow","traits":["transmutation"],"type":"Spell","level":2,"legacy content":" ","source":"Dark Archive pg. 182","traditions":["arcane","occult","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"up to 6 creatures","duration":"until the end of your next turn","description":"You pluck the time stream like a bow—pull one string back, release, and watch a creature fly. All affected targets are quickened. They can use the extra action only to Step or Stride.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=941","name":"Lucky Number","traits":["contingency","divination"],"type":"Spell","level":2,"legacy content":"  ","source":"Secrets of Magic pg. 113 1.1","traditions":["arcane","divine","occult"],"cast":"10 minutes (material, somatic, verbal)","duration":"until the next time you make your daily preparations","description":"When you Cast this Spell, roll 1d20 and make a note of the result. You gain the following reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations. \n \n **That's My Number!** |reaction| (divination, fortune)","trigger":"You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check","effect":" You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=944","name":"Magnetic Attraction","traits":["evocation","metal"],"type":"Spell","level":2,"legacy content":"  ","source":"Secrets of Magic pg. 114 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"up to 10 metal objects with a total Bulk or 1 or less","description":"You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to Disarm the creature of the metal objects, making a spell attack roll instead of an Athletics check to do so. \n \n Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an Interact action.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=945","name":"Magnetic Repulsion","traits":["abjuration","metal"],"type":"Spell","level":2,"legacy content":"  ","source":"Secrets of Magic pg. 115 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a –1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is –2 and the squares adjacent to you are greater difficult terrain. \n \n While this spell is active, you require an additional Interact action before using a metal object (including to Strike with a metal weapon), and if you're wearing metal armor, you're slowed 1.\n\n **Heightened (+3)** The status penalty to attack rolls increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1594","name":"Marvelous Mount","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 342","traditions":["arcane","divine","occult","primal"],"cast":"10 minutes","range":"30 feet","targets":"1 creature","duration":"8 hours","description":"You conjure a Large fantastical creature to serve as a mount for the target. The mount is the target's minion, has a Speed of 40 feet, and can bear the target with any carried possessions. It can't carry any other creature. The mount uses the target's AC and saves, but it's destroyed if it takes more than 10 damage at one time, ending the spell.\n\n **Heightened (3rd)** The mount can walk on water, but it must end its turn on solid ground or sink. \n **Heightened (4th)** The mount has a Speed of 60 feet and can walk on water. \n **Heightened (5th)** The mount has a Speed of 60 feet and can walk on water. It also has a fly Speed of 60 feet, but it must end its turn on a surface or fall. \n **Heightened (6th)** The mount has a Speed and fly Speed of 80 feet.","components":["10 minutes"],"oldName":"phantom steed"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=948","name":"Mimic Undead","traits":["necromancy"],"type":"Spell","level":2,"legacy content":" ","source":"Secrets of Magic pg. 115 1.1","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","requirements":"You're a living creature.","duration":"10 minutes","description":"You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch. Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a Perception check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to Impersonate an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to Impersonate any other sort of undead. Mindless undead usually don't have a reason to even attempt the Perception check to notice your Impersonation unless you interact with them in some way.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=859","name":"Mind Games","traits":["uncommon","enchantment","mental"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #169: Kindled Magic pg. 77","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","cost":"3 gp game piece focus","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"sustained up to 1 minute","description":"You lock minds with the target, trying to mentally subdue them. The target must attempt a Will save. Each time you Sustain this Spell, the target attempts another Will save. \n \n **Critical Success** You are stunned 1 and the spell ends. \n **Success** The target is unaffected. \n **Failure** The target is stunned 1. \n **Critical Failure** The target is stunned 2.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=197","name":"Mirror Image","traits":["illusion","visual"],"type":"Spell","level":2,"legacy content":"  ","source":"Core Rulebook pg. 352 4.0","traditions":["arcane","occult"],"deities":"Imbrex, Irez, Lady Jingxi, Suyuddha, Tsukiyo","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6). \n \n Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1606","name":"Mist","traits":["concentrate","manipulate","water"],"type":"Spell","level":2,"source":"Player Core pg. 344","traditions":["arcane","primal"],"cast":"","action":"3","range":"120 feet","area":"20-foot burst","duration":"1 minute","description":"You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud.","oldName":"obscuring mist"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1616","name":"Noise Blast","traits":["concentrate","manipulate","sonic"],"type":"Spell","level":2,"source":"Player Core pg. 347","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"30 feet","area":"10-foot burst","defense":"Fortitude","description":"A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.\n\n **Heightened (2nd)** The damage increases by 1d10.","oldName":"sound burst"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1617","name":"Oaken Resilience","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":2,"source":"Player Core pg. 347","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","duration":"10 minutes","description":"The target's skin becomes tough, with a consistency like bark or wood. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt.\n\n **Heightened (+2)** The resistances increase by 2, and the weakness increases by 3.","oldName":"barkskin"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1618","name":"One with Plants","traits":["concentrate","manipulate","plant","polymorph","wood"],"type":"Spell","level":2,"source":"Player Core pg. 347","traditions":["primal"],"cast":"","action":"2","duration":"10 minutes or 8 hours","description":"You can either transform into a plant or merge with plant matter. While transformed, you can't move or affect anything outside the plant, but you can cast spells as long as they don't require line of effect beyond the plant. You can Dismiss this spell.\r\n * **Merge with Plants** The spell's duration is 10 minutes. While casting the spell, you must touch a plant with enough volume to fit you and your possessions or the spell is disrupted. While merged, you can hear, but not see, what's going on outside the plant. If the plant takes damage while you're inside it, you're expelled from the plant and take 10d6 damage. Magic passage expels you without dealing damage. The spell ends if you're ever outside the plant.\r\n * **Turn into a Plant** The spell's duration is 8 hours. You become a Large plant—typically a tree. Perception checks don't reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a plant that is strangely new to the area. While in this form, you can observe everything around you, using your normal senses. As a plant, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures.\r\n\r\n\r\n","oldName":"true shape"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1911","name":"Osseous Cage","traits":["uncommon","negative"],"type":"Spell","level":2,"source":"Wake the Dead #4 pg. 29","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","area":"1 5-foot cube","saving throw":"Reflex","duration":"sustained up to 1 minute","description":"You conjure a prison made of bone. Creatures in the space where you create the cage can attempt a Reflex save; if they fail or dont attempt the save, they're trapped within it. The spell automatically fails if the space contains a creature larger than the spell's area. \nA creature inside the cage is immobilized until it Escapes, uses an effect that can pass through solid objects, or destroys the cage. The cage has AC 10, Hardness 5, and 10 Hit Points, and it's immune to critical hits and precisions damage. \nThe osseus cage provides lesser cover from attacks that pass through the cage, either from the outside to the inside, or vice versa\n\n **Heightened (+1)** The bludgeoning damage increases by 1d10 and the HP of the wall increases by 10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1095","name":"Pack Attack","traits":["uncommon","divination","mental"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #175: Broken Tusk Moon pg. 80","traditions":["occult","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"you and 1 willing creature","duration":"sustained up to 1 minute","description":"You and one other target gain an uncanny coordination that helps you take down foes. You and the other target flank any enemy to which you are both adjacent, whether or not you are on opposite sides of the enemy's space.\n\n **Heightened (5th)** The spell can target you and up to 4 willing creatures touched.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1623","name":"Paranoia","traits":["concentrate","illusion","manipulate","mental"],"type":"Spell","level":2,"source":"Player Core pg. 348","traditions":["occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"1 minute","description":"You cause the target to see all other creatures as dire threats. The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target believes everyone it sees is a potential threat. It becomes unfriendly to all creatures to which it wasn't already hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round. \n **Failure** As success, but the effect lasts 1 minute. \n **Critical Failure** As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.\n\n **Heightened (6th)** You can target up to 5 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1338","name":"Pave Ground","traits":["concentrate","earth","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 95","traditions":["arcane","primal"],"cast":"","action":"2","area":"60-foot line along the ground","duration":"sustained up to 1 minute","description":"You even out the ground and push aside low obstacles. Non-magical difficult terrain or greater difficult terrain composed of earth, rubble, sand, and the like in the area becomes normal terrain. You can attempt a counteract check against magical difficult terrain and greater difficult terrain composed of earthen materials in the area, too, making it normal terrain for the duration if you succeed. The ground doesn't change quickly enough to cause anyone to lose footing, and it doesn't clear concealing features enough to make them non-concealing. At the GM's discretion, if you use this spell on “ground” that has no underlying surface to flatten and clear, such as ice on the surface of a lake, the spell fails.\n\n **Heightened (4th)** The area increases to a 120-foot line along the ground. \n **Heightened (6th)** The area increases to a 500-foot line along the ground."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1625","name":"Peaceful Rest","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 348","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 corpse","duration":"until your next daily preparations","description":"The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of peaceful rest against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.\n\n **Heightened (5th)** The spell's duration is unlimited, but the spell takes one more action to cast and requires a cost (embalming fluid worth 6 gp).","oldName":"gentle repose"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1083","name":"Penumbral Disguise","traits":["uncommon","illusion","shadow"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #172: Secrets of the Temple City pg. 77","traditions":["arcane","occult"],"deity":"Dajermube","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 willing creature","duration":"10 minutes","description":"You wrap the target in shadows, granting them a +1 status bonus to Stealth checks to Hide while in dim light or darkness. In addition, the shadows mask the creature's features. While the creature is in dim light or darkness, other creatures must succeed at a Seek action against the spell's DC to discern details about the target's appearance. For example, without using Seek, other creatures can determine the target's general shape (such as humanoid), but they would need to Seek to determine the target's precise appearance or any other identifying information. Creatures with darkvision can still see the target and their features normally. The target's normal appearance is revealed in bright light.\n\n **Heightened (4th)** The status bonus is +2. Creatures with darkvision can no longer discern details about the target while the target is in dim light or darkness without Seeking, though creatures with greater darkvision can still determine these details. \n **Heightened (6th)** As 4th level, except the status bonus is +3 and creatures without darkvision can't determine even general details about the target while the target is in dim light or darkness unless they successfully Seek the target; these creatures see a vague shadow instead. Even on a successful Seek, they only determine general features, though they can see details on a critical success. \n **Heightened (8th)** As 6th level, except the status bonus is +4 and even creatures with greater darkvision must Seek to discern details about the target while the target is in dim light or darkness.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=966","name":"Persistent Servant","traits":["conjuration"],"type":"Spell","level":2,"legacy content":" ","source":"Secrets of Magic pg. 121 1.1","traditions":["arcane","occult"],"cast":"1 minute (material, somatic, verbal)","range":"120 feet","area":"60-foot burst","duration":"until your next daily preparations","description":"You call forth an unseen servant and task it to perform a specific chore repeatedly. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration, though it can't ever leave the spell's area. \n \n The servant isn't a minion, and you don't need to Sustain the Spell in order for it to continue to act. However, it acts on its own time, and thus can't accomplish anything useful during an encounter, even if an encounter happens within the spell's range. \n \n Tasks that rely on timing, discretion, or significant manual dexterity are doomed to failure. For instance, a servant tasked to pick objects off the floor won't discriminate between trash, misplaced treasure, or objects that are supposed to be on the floor, like a mousetrap.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=707","name":"Phantasmal Treasure","traits":["emotion","illusion","mental"],"type":"Spell","level":2,"legacy content":"   ","source":"Advanced Player's Guide pg. 223 2.0","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 living creature","saving throw":"Will","duration":"varies","description":"A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure—be it a pile of items, a deific avatar, or a cherished loved one or hero. The target's response to the treasure is based on the outcome of the target's Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target becomes fascinated with the treasure, and the duration is until the end of its turn. The target can also try to disbelieve the illusion if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target disbelieves the illusion, the spell ends. \n **Failure** As success, but the duration is 1 minute. \n **Critical Failure** As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also Interact to converse with it.)","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=968","name":"Phantom Crowd","traits":["illusion","visual"],"type":"Spell","level":2,"legacy content":"  ","source":"Secrets of Magic pg. 121 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"a 10-foot square","duration":"sustained up to 10 minutes","description":"A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a Seek action to examine the crowd can attempt to disbelieve your illusion. The crowd is difficult terrain for anyone who hasn't disbelieved the illusion. \n \n When you spend 1 or more actions to cast a composition spell or to perform an activity that includes a Performance check, you can also Sustain this Spell as part of that action.\n\n **Heightened (+1)** The crowd occupies an additional 10-foot square in range. The additional square doesn't need to be adjacent to any other square created by the spell. It can overlap, but there's no additional effect in the overlapped squares.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1319","name":"Propulsive Breeze","traits":["air","manipulate","move"],"type":"Spell","level":2,"source":"Rage of Elements pg. 71","traditions":["arcane","primal"],"cast":"","action":"reaction","trigger":"An ally in range Strides or Leaps.","range":"60 feet","targets":"the triggering creature","description":"You create a current of wind at your ally's back, propelling their movement. When your ally's Stride or Leap ends, the current propels them an additional 15 feet in the same direction as the last 5 feet of their Stride or Leap."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=709","name":"Quench","traits":["abjuration","water"],"type":"Spell","level":2,"legacy content":"  ","source":"Advanced Player's Guide pg. 223 2.0","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"20-foot burst","duration":"sustained","description":"You cause the air in the area to become supersaturated with water vapor. Non-magical fires within the area are automatically extinguished. Fire creatures within the area take 4d8 damage (basic Fortitude save). Choose one magical fire, fire spell, or fire item in the area and attempt to counteract it. If you succeed against an item, the item loses its fire properties for 10 minutes (for instance, a +1 flaming longsword would become a +1 longsword). If the target is an artifact or similarly powerful item, you automatically fail to counteract it. \n \n The first time each round you Sustain this Spell, you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires. \n \n If you have the Counterspell reaction, you can use quench to counter any spell with the fire trait instead of needing to have the triggering fire spell prepared or in your repertoire.\n\n **Heightened (+1)** Increase the damage to fire creatures by 2d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1084","name":"Radiant Field","traits":["uncommon","evocation","light"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #172: Secrets of the Temple City pg. 78","traditions":["arcane","divine","occult","primal"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"20-foot burst","duration":"1 minute","description":"You create an area of bright light. Creatures with light blindness that are blinded by radiant field and remain in the area must attempt a Fortitude save at the start of their turns. On a failure, a creature remains blinded for 1 round; this is an incapacitation effect. This spell also suppresses magical darkness of your radiant field spell's level or lower.\n\n **Heightened (4th)** Creatures seen through the area are concealed to creatures with light blindness, even those that are outside the area.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=979","name":"Rapid Adaptation","traits":["transmutation"],"type":"Spell","level":2,"legacy content":" ","source":"Secrets of Magic pg. 124 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"your companion or eidolon","duration":"1 hour","description":"You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. The target gains one of the following natural adaptations based on the surrounding environment.\r\n * **Aquatic** The target gains a swim Speed equal to its land Speed. If it already had a swim Speed, it gains a +10-foot status bonus to its swim Speed.\r\n * **Arctic** The target isn't affected by severe or extreme cold, and when it rolls a success on an Acrobatics check to Balance on ice and snow, it gets a critical success instead.\r\n * **Desert** The target isn't affected by severe or extreme heat, and when it rolls a success on an Acrobatics check to Balance on sand, it gets a critical success instead.\r\n * **Forest** The target gains scent as an imprecise sense with a range of 30 feet.\r\n * **Mountain** The target isn't flat-footed when Climbing, and when it rolls a success on an Acrobatics check to Balance on rubble, it gets a critical success instead.\r\n * **Plains** The target gains a +10-foot status bonus to its land Speed.\r\n * **Underground** The target gains darkvision.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=710","name":"Reaper's Lantern","traits":["death","light","necromancy"],"type":"Spell","level":2,"legacy content":"   ","source":"Advanced Player's Guide pg. 223 2.0","traditions":["divine","occult","primal"],"cast":"somatic, verbal","action":"2","area":"5-foot emanation","saving throw":"Fortitude","duration":"1 minute","description":"You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell). Living creatures and undead in the area when you Cast the Spell, or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from healing effects while within the area. Undead targets that fail their Fortitude saves become enfeebled 1 while within the area. Once a creature attempts a save against reaper's lantern, it uses the same outcome if it leaves the area and enters it again. \n \n Once per turn, starting on the turn after you cast reaper's lantern, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against reaper's lantern to attempt one.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1651","name":"Resist Energy","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 353","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 creature","duration":"10 minutes","description":"A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.\n\n **Heightened (4th)** The resistance increases to 10, and you can target up to two creatures. \n **Heightened (7th)** The resistance increases to 15, and you can target up to five creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=258","name":"Restoration","traits":["healing","necromancy"],"type":"Spell","level":2,"legacy content":"  ","source":"Core Rulebook pg. 364 4.0","traditions":["divine","occult","primal"],"cast":"1 minute (somatic, verbal)","range":"touch","targets":"1 creature","description":"Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.\r\n * **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.\r\n * **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.\r\n\r\n\r\n\n **Heightened (4th)** Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's doomed value by 1. You can't use this to reduce a permanent doomed condition. \n **Heightened (6th)** As the 4th-level restoration, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost.","components":["1 minute (somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1653","name":"Revealing Light","traits":["concentrate","light","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 353","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"120 feet","area":"10-foot burst","defense":"Reflex","duration":"varies","description":"A wave of magical light washes over the area. You choose the appearance of the light, such as colorful, heatless flames or sparkling motes. A creature affected by revealing light is dazzled. If the creature was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it is no longer concealed. \n \n **Critical Success** The target is unaffected. \n **Success** The light affects the creature for 2 rounds. \n **Failure** The light affects the creature for 1 minute. \n **Critical Failure** The light affects the creature for 10 minutes.","oldName":"faerie fire"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=632","name":"Rime Slick","traits":["uncommon","cold","evocation"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #151: The Show Must Go On pg. 78","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"15-foot burst","saving throw":"basic Reflex","duration":"1 minute","description":"You call down a chill wind. When you Cast this Spell, you deal 2d4 cold damage to each creature in the area (basic Reflex save). If a creature in the area critically fails its Reflex save and was standing, it also falls prone. \n \n You also create a layer of ice on all surfaces in the area, which become difficult terrain. Unattended objects in the area become slick with ice, and picking them up requires a successful Reflex save or Acrobatics check against your spell DC. The ice melts on any object that takes fire damage as well as in any square included in the area of a higher-level spell or effect with the fire trait.\n\n **Heightened (5th)** The damage increases to 8d4 cold damage and the area is a 30-foot burst. \n **Heightened (8th)** The damage increases to 14d4 cold damage and the area is a 60-foot burst.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1339","name":"Rubble Step","traits":["concentrate","earth","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 96","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","duration":"1 minute","description":"The target leaves behind a trail of shifting rubble that typically consists of stones, but you could choose another earthen material, such as loose sand or soil. For 2 rounds, when the target willingly moves out of a space, and if the target is in contact with the ground, the ground in that space becomes difficult terrain. The difficult terrain remains for the spell's duration.\n\n **Heightened (4th)** The target leaves difficult terrain behind for 1 minute instead of two rounds, and the spell's duration is 10 minutes."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=638","name":"Sea Surge","traits":["uncommon","evocation","water"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #151: The Show Must Go On pg. 78","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","duration":"until the start of your next turn","description":"You slap or stomp on a nearby solid or liquid surface, sending a surge of water rushing away from you. The water forms a flat, 5-foot-thick, 10-foot-high wall of water between 5 and 15 feet wide (you decide). It moves 60 feet in a direction of your choice along the struck surface, extinguishing all non-magical fires, carrying along unattended objects of 1 Bulk or less, and pushing larger objects. The wave moves another 60 feet in the same direction at the start of your next turn, then vanishes. Large or smaller creatures in the area or that enter the area the wave moves through must attempt a Fortitude save. \n \n **Success** The creature is unaffected. \n **Failure** The creature is knocked prone. If the creature was Swimming, it gets a critical failure instead. \n **Critical Failure** The creature is pushed 20 feet in the wave’s direction, is knocked prone, and takes 3d6 bludgeoning damage.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1663","name":"See the Unseen","traits":["concentrate","manipulate","revelation"],"type":"Spell","level":2,"source":"Player Core pg. 355","traditions":["arcane","divine","occult"],"cast":"","action":"2","duration":"10 minutes","description":"Your gaze pierces through illusions and finds invisible creatures and spirits. You can see invisible creatures as though they weren't invisible, although their features are blurred, making them concealed and difficult to identify. You can also see incorporeal creatures, like ghosts, phased through an object from within 10 feet of an object's surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to disbelieve illusions.\n\n **Heightened (5th)** This spell has a duration of 8 hours.","oldName":"see invisibility"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1208","name":"Shadow Zombie","traits":["uncommon","necromancy","shadow"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #181: Zombie Feast pg. 79","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 zombie of level 1 or lower","saving throw":"Will","duration":"varies","description":"You cast a shadow over the target zombie, briefly turning it into shadowy vapor and controlling its movement. While in this vaporous state, the zombie is a minion under your control, gains resistance 8 to physical damage, and is immune to precision damage. It can't cast spells, activate items, or use actions that have the attack or manipulate traits. It gains a fly Speed of 10 feet and can slip through tiny cracks. \n \n If the target is already your minion when you cast the spell, it doesn't get a saving throw and becomes vaporous for 10 minutes. If the target is not your minion, it can attempt a Will save to resist the spell. If it's already under someone else's command, the controlling creature also rolls a Will save, and the zombie uses the better result. \n \n **Critical Success** The target is unaffected and is temporarily immune for 24 hours. \n **Success** The target is unaffected. \n **Failure** The target becomes your shadowy minion for 1 minute. \n **Critical Failure** As failure, but for 10 minutes.\n\n **Heightened (4th)** You can target a zombie of level 5 or lower.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1668","name":"Shape Wood","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":2,"source":"Player Core pg. 356","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"an unworked piece of wood up to 20 cubic feet in volume","description":"You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You can't use this spell to enhance the value of the wooden object you are shaping."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1669","name":"Share Life","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 356","traditions":["divine"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","duration":"10 minutes","description":"You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.","oldName":"shield other"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1670","name":"Shatter","traits":["concentrate","manipulate","sonic"],"type":"Spell","level":2,"source":"Player Core pg. 356","traditions":["occult","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 unattended object","description":"A high-frequency sonic attack shatters a nearby object. You deal 2d10 sonic damage to the object, ignoring the object's Hardness if it is 4 or lower.\n\n **Heightened (+1)** The damage increases by 1d10, and the Hardness the spell ignores increases by 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1672","name":"Shrink","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":2,"source":"Player Core pg. 356","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 willing creature","duration":"5 minutes","description":"You warp space to make a creature smaller. The target shrinks to become Tiny in size. Its equipment shrinks with it but returns to its original size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature.\n\n **Heightened (+6)** The spell can target up to 10 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1674","name":"Silence","traits":["illusion","manipulate","subtle"],"type":"Spell","level":2,"source":"Player Core pg. 357","traditions":["divine","occult"],"cast":"","action":"2","range":"touch","targets":"1 willing creaure","duration":"1 minute","description":"The target makes no sound, preventing creatures from noticing it using hearing alone. The target can't use sonic attacks, nor can it use auditory actions. This also prevents the target from casting spells due to the magical words involved in casting, with the exception of subtle spells.\n\n **Heightened (4th)** The spell creates an aura in a 10-foot emanation around the touched creature, silencing all sound in or passing through it. While within the aura, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example)."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=589","name":"Slough Skin","traits":["necromancy"],"type":"Spell","level":2,"legacy content":" ","source":"Gods & Magic pg. 110 2.0","traditions":["arcane","primal"],"deities":"Diomazul, Narakaas, Vildeis","cast":"somatic, verbal","action":"2","duration":"1 hour","description":"You continually and harmlessly slough off the top layer of your skin while new skin regenerates immediately, quickly moving damaging substances away from your body. The flat check to remove persistent damage from effects that coat your skin (such as most persistent acid damage) is reduced to 5, and you gain a +2 status bonus to your initial save against contact poison (but not to further saves, since by that point, the toxin has already entered your system). If you’re suffering from an effect other than persistent damage that depends on continuous contact with your skin, if that effect allows a saving throw, you receive a new saving throw against that effect at the end of each turn when you attempt your flat checks against persistent damage, and you also receive a +2 status bonus to those saving throws. \n \n While affected by this spell, your continually shedding skin makes you much easier to Track. Anyone Tracking you gains a +2 circumstance bonus to do so, and you cannot Hide Your Tracks.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=998","name":"Sonata Span","traits":["auditory","conjuration","sonic"],"type":"Spell","level":2,"legacy content":"   ","source":"Secrets of Magic pg. 129 1.1","traditions":["occult"],"cast":"somatic, verbal","action":"2","area":"30-foot line","duration":"sustained","description":"By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1679","name":"Sound Body","traits":["concentrate","healing","manipulate","vitality"],"type":"Spell","level":2,"source":"Player Core pg. 357","traditions":["divine","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","description":"You send a surge of healing energy to restore the target's body. Attempt to counteract an effect of your choice imposing one of these conditions on the target: blinded, dazzled, deafened, enfeebled, or sickened. If you didn't counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect's duration doesn't elapse while it's suppressed. This spell can't counteract or suppress curses, diseases, or conditions that are part of the target's normal state.\n\n **Heightened (4th)** Add drained and slowed to the list of conditions. \n **Heightened (8th)** Add stunned to the list of conditions.","oldName":"restore senses"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1680","name":"Speak with Animals","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 358","traditions":["primal"],"cast":"","action":"2","duration":"1 hour","description":"You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=718","name":"Spirit Sense","traits":["detection","divination","mental"],"type":"Spell","level":2,"legacy content":"   ","source":"Advanced Player's Guide pg. 225 2.0","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","area":"30-foot emanation","duration":"10 minutes","description":"You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits.\n\n **Heightened (6th)** The spell's duration lasts until the next time you make your daily preparations.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1687","name":"Spiritual Armament","traits":["concentrate","manipulate","sanctified","spirit"],"type":"Spell","level":2,"source":"Player Core pg. 359","traditions":["divine","occult"],"cast":"","action":"2","range":"120 feet","targets":"1 target","defense":"AC","duration":"sustained up to 1 minute","description":"You create a ghostly, magical echo of one weapon you're wielding or wearing and fling it. Attempt a spell attack roll against the target's AC, dealing 2d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty. After the attack, the weapon returns to your side. If you sanctify the spell, the attacks are sanctified as well. \n \n Each time you Sustain the spell, you can repeat the attack against any creature within 120 feet.\n\n **Heightened (+2)** The damage increases by 1d8.","oldName":"spiritual weapon"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1410","name":"Splinter Volley","traits":["concentrate","manipulate","wood"],"type":"Spell","level":2,"source":"Rage of Elements pg. 198","traditions":["arcane","primal"],"cast":"","action":"2","range":"60 feet","targets":"1 or 2 creatures","defense":"AC","description":"You launch a volley of splinters at your foes. Make a spell attack roll against a single creature. On a hit, the splinters deal 4d6 piercing damage. The splinters deal double damage on a critical hit and 1 persistent bleed damage. You can spend a third action while casting this spell to fire splinters at two different targets instead of one. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make both spell attack rolls for splinter volley.\n\n **Heightened (+2)** Increase the damage dealt to each target by 4d6 and the persistent bleed damage by 1."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1296","name":"Spy's Mark","traits":["divination","scrying"],"type":"Spell","level":2,"legacy content":"  ","source":"Firebrands pg. 91","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"touch","targets":"a wall or other solid, immobile surface","duration":"1 hour","description":"By pressing your hand to a wall or other solid immobile surface, you cause the crossed-swords symbol of the Firebrands—or a different symbol of your choosing—to appear on the targeted surface. This symbol is immobile. You can use an action, which has the concentrate trait, to shut your eyes and focus on the symbol, projecting your senses into the symbol. While projecting your senses, you can see, hear, and smell through the symbol using whatever senses you have (including natural senses like scent and darkvision and magical senses like see invisibility). You must be within 100 feet to sense through the symbol in this way. You can Dismiss the projection effect but can otherwise freely project your senses into the symbol at any time during the spell's duration. \n \n A creature can erase the symbol (and end the spell) by spending 3 Interact actions to scrub the symbol away. These actions do not need to be consecutive.\n\n **Heightened (4th)** The duration increases to 8 hours. You can sense through the symbol at a distance up to 500 feet away. Scrubbing the symbol requires 6 Interact actions. \n **Heightened (9th)** The symbol remains until the next time you make your daily preparations. You can sense through the symbol at a distance up to 1 mile away. Scrubbing the symbol requires 1 total minute of work. ","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1690","name":"Status","traits":["concentrate","detection","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 359","traditions":["divine","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing living creature","duration":"until your next daily preparations","description":"As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target's direction from you, distance from you, and any conditions affecting it.\n\n **Heightened (4th)** The spell's range increases to 30 feet, and you can target up to 10 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1691","name":"Stupefy","traits":["concentrate","manipulate","mental"],"type":"Spell","level":2,"source":"Player Core pg. 359","traditions":["arcane","occult"],"deity":"Cayden Cailean","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"You dull the target's mind, depending on its Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is stupefied 1 until the start of your next turn. \n **Failure** The target is stupefied 2 for 1 minute. \n **Critical Failure** The target is stupefied 3 for 1 minute.","oldName":"touch of idiocy"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=720","name":"Sudden Blight","traits":["necromancy","negative"],"type":"Spell","level":2,"legacy content":"  ","source":"Advanced Player's Guide pg. 226 2.0","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"20-foot burst","saving throw":"basic Fortitude","description":"You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 negative damage (basic Fortitude save). A creature afflicted by a disease takes a –2 circumstance penalty to this save. \n \n You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any magical effect on the plants before withering them.\n\n **Heightened (+1)** The damage increases by 1d10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=639","name":"Sudden Bolt","traits":["uncommon","electricity","evocation"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #151: The Show Must Go On pg. 79","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature or object","saving throw":"basic Reflex","description":"You call down a small bolt of lightning on the target, dealing 4d12 electricity damage.\n\n **Heightened (+1)** The damage increases by 1d12.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1698","name":"Summon Elemental","traits":["concentrate","manipulate","summon"],"type":"Spell","level":2,"source":"Player Core pg. 360","traditions":["arcane","primal"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the elemental trait and whose level is 1 or lower to fight for you.\n\n **Heightened (3rd)** Level 2. \n **Heightened (4th)** Level 3. \n **Heightened (5th)** Level 5. \n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level 0 Elementals** Air Wisp (Air), Earth Wisp (Earth), Fire Wisp (Fire), Metal Wisp (Metal), Water Wisp (Water), Wood Wisp (Wood) **Level 1 Elementals** Air Mephit (Air), Despairing Pall (Air), Dewdrop Jelly (Water), Earth Mephit (Earth), Ferrous Butterfly (Metal), Fire Mephit (Fire), Gluttonous Geode (Earth), Lava Otter (Fire), Metal Scamp (Metal), Vegetable Lamb (Wood), Water Mephit (Water), Wood Scamp (Wood) **Level 2 Elementals** Azer (Fire), Ember Fox (Fire), Gennayn (), Icicle Snake (Water), Ledalusca (Water), Living Boulder (Earth), Mercurial (Metal), Moss Sloth (Wood), Mudwretch (EarthWater), Olobigonde (Water), Spark Bat (Air) **Level 3 Elementals** Brine Shark (Water), Cinder Rat (Fire), Crysmal (Earth), Kinzaruk (Metal), Nursery Crawler (Wood), Sod Hound (Earth), Zephyr Hawk (Air) **Level 4 Elementals** Earthen Destrier (Earth), Filth Fire (Fire), Janni (), Living Thunderclap (Air), Mist Stalker (Water), Munsahir Gatecrasher (Fire), Quickiron Plasm (Metal), Whipping Willow (Wood) **Level 5 Elementals** Comozant Wyrd (Air), Living Grove (Wood), Living Landslide (Earth), Living Waterfall (Water), Living Whirlwind (Air), Living Wildfire (Fire), Munsahir Trooper (Fire), Rakkatak (Fire), Rust Scarab (Metal) **Level 6 Elementals** Belker (Air), Blizzardborn (Water), Carved Beast (Wood), Living Lodestone (Metal), Sand Sentry (Earth), Striding Fire (Fire) **Level 7 Elementals** Invisible Stalker (Air), Pine Pangolin (Wood), Quatoid (Water), Salamander (Fire), Skymetal Striker (Metal), Tantriog (Water), Xorn (Earth) **Level 8 Elementals** Coldmire Pond (Water), Granite Glyptodont (Earth), Magma Scorpion (Fire), Snapdrake (Wood), Veiled Current (Air) **Level 9 Elementals** Firewyrm (Fire), Nanoshard Swarm (Metal), Painted Stag (Wood), Stone Mauler (Earth), Storm Lord (Air), Tidal Master (Water) **Level 10 Elementals** Abysium Horror (Metal), Asp Of Grief (Metal), Crystal Strider (Earth), Icewyrm (Water), Melody On The Wind (Air), Solar Crow (Fire) **Level 11 Elementals** Elemental Avalanche (Earth), Elemental Hurricane (Air), Elemental Inferno (Fire), Elemental Thicket (Wood), Elemental Tsunami (Water), Oregorger (Metal), Veldenar (Air) **Level 13 Elementals** Boiling Spring (FireWater), Brochmaw (Fire), Elder Outcrop (Earth), Living Magma (Fire), Melomach (Metal), Picture-in-Cloud (Air), Twins of Rowan (Wood) **Level 14 Elementals** Elder Elemental Tsunami (Water), Uthul (Air)"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1011","name":"Summoner's Precaution","traits":["contingency","necromancy"],"type":"Spell","level":2,"legacy content":"  ","source":"Secrets of Magic pg. 135 1.1","traditions":["arcane","divine","occult","primal"],"cast":"10 minutes (material, somatic, verbal)","requirements":"You have an eidolon.","duration":"until your next daily preparations","description":"You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends. \n \n **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 of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1012","name":"Summoner's Visage","traits":["polymorph","transmutation"],"type":"Spell","level":2,"legacy content":"  ","source":"Secrets of Magic pg. 135 1.1","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"your eidolon","duration":"10 minutes","description":"You transform your eidolon into your identical twin. Assuming you are a humanoid, the eidolon gains the humanoid trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to Deception checks to Impersonate you and can add its level to such checks even if it's untrained. \n \n Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way—the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach. Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active. \n \n You can Dismiss the spell.\n\n **Heightened (4th)** The duration increases to 1 hour.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1708","name":"Sure Footing","traits":["concentrate","healing","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 361","traditions":["divine","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","description":"You free the target's limbs from ailments that impede mobility. Attempt to counteract an effect of your choice imposing one of these conditions on the target: clumsy, grabbed, or paralyzed. If you didn't counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect's duration doesn't elapse while it's suppressed. \n \n This spell can't counteract or suppress curses, diseases, or conditions that are part of the target's normal state.\n\n **Heightened (4th)** Add immobilized, slowed and restrained to the list of conditions. \n **Heightened (6th)** Add petrified to the list of conditions. \n **Heightened (8th)** Add stunned to the list of conditions.","oldName":"remove paralysis"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1209","name":"Swallow Light","traits":["uncommon","cold","darkness","evocation","negative"],"type":"Spell","level":2,"legacy content":"     ","source":"Pathfinder #181: Zombie Feast pg. 79","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 magical light effect","duration":"1 minute","description":"You draw magical light into your open mouth, consuming it and turning its essence into fuel for a gout of life-draining shadows. Attempt a counteract check against the light effect. If you successfully counteract it, you gain a breath weapon of chilling shadows you can use until the spell ends. Exhaling the breath is a two-action activity. The breath weapon is a 15-foot cone and deals 1d6 cold damage plus 1d6 negative damage. Creatures in the area can attempt a basic Reflex save against your spell DC. Once activated, you can't use the breath weapon again for 1d4 rounds.\n\n **Heightened (+2)** Increase the damage of the breath weapon by 1d6 cold damage and 1d6 negative damage.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1210","name":"Teeth to Terror","traits":["uncommon","fear","illusion","mental"],"type":"Spell","level":2,"legacy content":"    ","source":"Pathfinder #181: Zombie Feast pg. 79","traditions":["occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature with teeth","saving throw":"Will","duration":"1 minute","description":"The target believes its teeth are falling out, crawling along its face, stabbing into its body, and cramming themselves down its throat. The target takes 2d4 mental damage and 1d4 persistent mental damage, depending on its Will save. The target takes a –1 circumstance penalty to Strikes with its jaws or teeth while it is taking persistent mental damage.\n \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage and no persistent mental damage. \n **Failure** The target takes full damage and persistent mental damage and is frightened 1. \n **Critical Failure** The target takes full damage and persistent mental damage and is frightened 3.\n\n **Heightened (+2)** You can target two additional creatures, the mental damage increases by 2d4, and the persistent mental damage increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1717","name":"Telekinetic Maneuver","traits":["attack","concentrate","force","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 363","traditions":["arcane","occult"],"cast":"","action":"2","range":"60 feet","targets":"1 creature","description":"With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Reposition, Shove, or Trip the target using a spell attack roll instead of an Athletics check."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1363","name":"Thermal Remedy","traits":["concentrate","fire","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 121","traditions":["arcane","divine","primal"],"cast":"1 minute","range":"touch","targets":"up to 1 gallon of non-magical liquid or up to 5 pounds of food","duration":"1 hour","description":"You adjust the delicate levels of bitter ingredients in food and drink to draw out their full restorative and fortifying properties. Choose one of the benefits listed below. Any creature that consumes the targeted drink or food gains that benefit. Up to 10 creatures can partake in the meal, and a creature gets no extra benefit for consuming more than one portion. \r\n * Gain 5 temporary Hit Points.\r\n * Gain resistance 2 to fire.\r\n * Gain a +1 circumstance bonus to saves against disease.\r\n\r\n\r\n\n **Heightened (4th)** Your remedy provides two benefits of your choice instead of one. The temporary Hit Points increase to 10, the resistance to fire increases to 3, the bonus against disease increases to +2, and the duration is 2 hours. \n **Heightened (7th)** The remedy provides all three benefits. The temporary Hit Points increase to 15, the resistance to fire increases to 5, the bonus against disease increases to +3, and the duration is 8 hours.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1018","name":"Thundering Dominance","traits":["enchantment","mental"],"type":"Spell","level":2,"legacy content":"  ","source":"Secrets of Magic pg. 136 1.1","traditions":["occult","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"your companion or eidolon","duration":"1 minute","description":"You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to Intimidation checks. Once during this spell's duration, it can take the Thundering Roar action. \n \n **Thundering Roar** |1| (auditory, concentrate, emotion, enchantment, fear, flourish, mental, sonic) The target unleashes a powerful vocalization. Each enemy in a 10- foot emanation takes 4d8 sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also frightened 1.\n\n **Heightened (+2)** The status bonus to Intimidation checks increases by 1 (to a maximum of a +4 status bonus for an 8th-level spell), and the damage from the roar increases by 2d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1020","name":"Timely Tutor","traits":["divination","mental"],"type":"Spell","level":2,"legacy content":"  ","source":"Secrets of Magic pg. 137 1.1","traditions":["arcane","occult"],"cast":"somatic","action":"1","range":"touch","targets":"your eidolon or familiar","duration":"sustained up to 1 minute","description":"You serve as an astral connection between your eidolon or familiar and the Akashic Record—a demiplane consisting of a comprehensive psychic library—then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to Recall Knowledge with the Lore skill of your choice, much like it does for Acrobatics and Stealth. Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the Lore skill. \n \n If you lose physical contact with the target, its connection to the Akashic Record is severed and timely tutor immediately ends.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1723","name":"Translate","traits":["concentrate","manipulate"],"type":"Spell","level":2,"source":"Player Core pg. 363","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","duration":"1 hour","description":"The target can understand the meaning of a single language it is hearing or reading when you Cast the Spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.\n\n **Heightened (3rd)** The target can also speak the language. \n **Heightened (4th)** You can target up to 10 creatures, and targets can also speak the language.","oldName":"comprehend language"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1343","name":"Tremorsense","traits":["concentrate","earth","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 97","traditions":["arcane","occult","primal"],"cast":"","action":"2","duration":"10 minutes","description":"You become aware of vibrations in the ground around you. You gain tremorsense as an imprecise sense with a range of 30 feet. As normal for tremorsense, you can detect a creature only if it's on the same surface as you and only if the subject is moving along (or burrowing through) the surface.\n\n **Heightened (3rd)** The spell's duration is 1 hour. \n **Heightened (5th)** The spell's duration is 8 hours."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1022","name":"Umbral Extraction","traits":["illusion","mental","shadow"],"type":"Spell","level":2,"legacy content":"   ","source":"Secrets of Magic pg. 137 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"3 rounds","description":"You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the Steal action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to Steal as part of Casting umbral extraction. If you succeed at your check to Steal a spell, you deal 1d4 mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the shadow trait if cast from this temporary slot. \n \n Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to Steal spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips. You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole. \n \n As normal, you can Steal only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to Steal more spells. If you succeed at your Thievery check, you must take the spell you stole. Even if you're a spontaneous caster, you can use the temporary spell slot only to cast the stolen spell and you can cast only the stolen spell from your temporary spell slot. When umbral extraction ends, you lose the temporary spell slot and any spell still stored in it. When you cast umbral extraction, any previous casting of umbral extraction currently affecting you ends.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1211","name":"Umbral Mindtheft","traits":["uncommon","illusion","mental","shadow"],"type":"Spell","level":2,"legacy content":"    ","source":"Pathfinder #181: Zombie Feast pg. 80","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"3 rounds","description":"You prepare to steal a broad field of knowledge from another creature, siphoning it from their mind and storing it in a pocket of the Shadow Plane connected to your own mind. During the spell's duration, you can use the Steal action to attempt to take one Lore skill proficiency from a creature instead of Stealing an item. You can also make one attempt to Steal as part of Casting the Spell. If you succeed at your check to Steal a Lore skill, you deal 2d6 mental damage to the target if they were trained in that skill, plus 2d6 additional mental damage per proficiency rank they have in that skill above trained, as the sudden loss of knowledge leaves an aching absence in the target's mind. \n \n Determine the Lore skill at random from among those known by the target; on a critical success, you learn what Lore skills the creature is proficient in and can select the skill rather than choosing at random. If the target isn't trained in any Lore skills, you get nothing, but you can continue to attempt to Steal Lore from other creatures for the remaining duration. \n \n The target loses the benefits of its training in that Lore skill, and you gain their proficiency rank in that Lore skill. This effect lasts until your next daily preparations or until you are incapacitated, in which case the Lore siphons back into the target creature's mind from the Shadow Plane, wherever you both may be. \n \n As normal, you can Steal only from a target within your reach. Once you've stolen one Lore skill, you can't attempt to Steal more Lore. If you succeed at your Thievery check, you must take the Lore you stole.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=348","name":"Undetectable Alignment","traits":["uncommon","abjuration"],"type":"Spell","level":2,"legacy content":"  ","source":"Core Rulebook pg. 379 4.0","traditions":["divine","occult"],"cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"1 creature or object","duration":"until the next time you make your daily preparations","description":"You shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1212","name":"Vicious Jealousy","traits":["uncommon","enchantment","mental"],"type":"Spell","level":2,"legacy content":"   ","source":"Pathfinder #181: Zombie Feast pg. 80","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"sustained up to 1 minute","description":"The target is overcome by deep jealousy and resentment that twists its mind against other creatures. It must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** For 1 round, the target no longer treats anyone as its allies. The spell then ends. \n **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. \n **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.\n\n **Heightened (4th)** You can target up to 10 creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1325","name":"Voice on the Breeze","traits":["air","concentrate","manipulate"],"type":"Spell","level":2,"source":"Rage of Elements pg. 73","traditions":["arcane","occult","primal"],"cast":"","action":"2","range":"10 miles","targets":"10-foot burst","description":"You whisper a secret message or sound into the wind, which carries it to a designated spot. The message travels to a specific 10-foot burst within range that's familiar to you, provided there's a path for the wind to follow between you and the area. The gentle breeze goes all but unnoticed until it reaches its destination, where it delivers its whisper-quiet message. The message is delivered regardless of who or what is present to hear it, even if no one receives it at all. Once the message is delivered, the spell ends. \n \n Your message can contain no more than 25 words, 1 round's worth of other sounds, or a simple rustling in the air at the target location. It moves at a speed of your choosing between 1 mile per hour and 1 mile per 10 minutes; when it arrives, the wind swirls around the area and whispers the full message. A voice on the breeze can't activate magical effects triggered by voices.\n\n **Heightened (4th)** The range increases to 1,000 miles, and the message can contain up to 100 words."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=726","name":"Vomit Swarm","traits":["evocation"],"type":"Spell","level":2,"legacy content":" ","source":"Advanced Player's Guide pg. 227 2.0","traditions":["arcane","occult","primal"],"deities":"Apollyon, Baalzebul, Ghlaunder, Kitumu","cast":"somatic, verbal","action":"2","area":"30-foot cone","saving throw":"basic Reflex","description":"You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing 2d8 piercing damage (basic Reflex save). A creature that fails its saving throw also becomes sickened 1. Once the spell ends, the swarm disappears.\n\n **Heightened (+1)** Increase the damage by 1d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1030","name":"Warrior's Regret","traits":["curse","emotion","enchantment","mental"],"type":"Spell","level":2,"legacy content":"    ","source":"Secrets of Magic pg. 140 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Will","description":"Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** At the end of its next turn, the target takes 1d8 damage per different creature it intentionally damaged on that turn (1d8 if it damaged one creature, 2d8 if it damaged two different creatures, and so on). The maximum is 4d8 if it damaged 4 different creatures. \n **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. \n **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.\n\n **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.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1755","name":"Water Breathing","traits":["concentrate","manipulate","water"],"type":"Spell","level":2,"source":"Player Core pg. 369","traditions":["arcane","divine","primal"],"cast":"1 minute","range":"30 feet","targets":"up to 5 creatures","duration":"1 hour","description":"The targets can breathe underwater.\n\n **Heightened (3rd)** The duration is 8 hours. \n **Heightened (4th)** The duration is until your next daily preparations.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1756","name":"Water Walk","traits":["concentrate","manipulate","water"],"type":"Spell","level":2,"source":"Player Core pg. 369","traditions":["arcane","divine","primal"],"cast":"","action":"2","range":"touch","targets":"1 creature","duration":"10 minutes","description":"The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.\n\n **Heightened (4th)** The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1397","name":"Waterproof","traits":["concentrate","manipulate","water"],"type":"Spell","level":2,"source":"Rage of Elements pg. 175","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"1 object up to 10 Bulk","duration":"1 hour","description":"You prevent the target item from taking on water or becoming wet for the duration of the spell. The hydrophobic properties of the spell also grant resistance 10 to acid and a +2 bonus to saves and DCs against damaging effects with the water or acid traits.\n\n **Heightened (4th)** The duration is 1 day. \n **Heightened (8th)** The duration is unlimited."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=374","name":"Web","traits":["conjuration"],"type":"Spell","level":2,"legacy content":" ","source":"Core Rulebook pg. 384 4.0","traditions":["arcane","primal"],"deity":"Grandmother Spider","cast":"material, somatic, verbal","action":"3","range":"30 feet","area":"10-foot burst","duration":"1 minute","description":"You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. \n \n Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt an Athletics check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming immobilized. A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web. \n \n **Critical Success** The creature is unaffected, and it doesn't need to attempt further Athletics checks or saving throws against the web this turn. If it used an Athletics check, it clears the web from every square it leaves after leaving the square. \n **Success** The creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves after leaving the square. \n **Failure** The creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn. \n **Critical Failure** The creature is immobilized until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition.\n\n **Heightened (4th)** The spell's area increases to a 20-foot burst, and its range increases to 60 feet.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=839","name":"Worm's Repast","traits":["rare","necromancy"],"type":"Spell","level":2,"legacy content":"  ","source":"Pathfinder #163: Ruins of Gauntlight pg. 80","traditions":["occult","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 corporeal creature","saving throw":"Fortitude","duration":"see below","description":"Gnawing worms materialize within the flesh of the target creature, dealing 4d6 piercing damage and 1d6 persistent piercing damage. If the target is a non-skeletal corporeal undead creature, you deal an extra 2d6 persistent piercing damage. The target must attempt a Fortitude save. \n \n **Critical Success** The worms writhe away harmlessly and the target takes no damage. \n **Success** The target takes full initial damage but no persistent damage, and the spell ends immediately. \n **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. \n **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.\n\n **Heightened (+2)** The initial and persistent damage increase by 2d6 and 1d6, respectively.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=665","name":"Agonizing Despair","traits":["emotion","enchantment","fear","mental"],"type":"Spell","level":3,"legacy content":"    ","source":"Advanced Player's Guide pg. 214 2.0","traditions":["arcane","divine","occult"],"cast":"verbal, somatic","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Will","description":"Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage and becomes frightened 1. \n **Failure** The target takes full damage and becomes frightened 2. \n **Critical Failure** The target takes double damage and becomes frightened 3.\n\n **Heightened (+1)** Increase the damage by 2d6.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=12","name":"Animal Vision","traits":["divination","mental"],"type":"Spell","level":3,"legacy content":"  ","source":"Core Rulebook pg. 318 4.0","traditions":["primal"],"bloodline":"nymph","deities":"Bastet, Isis, Ketephys, Tanagaar","cast":"1 minute (material, somatic, verbal)","range":"120 feet","targets":"1 animal","duration":"1 hour","description":"You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the concentrate trait.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1443","name":"Aqueous Orb","traits":["concentrate","manipulate","water"],"type":"Spell","level":3,"source":"Player Core pg. 315","traditions":["arcane","primal"],"cast":"","action":"2","range":"60 feet","defense":"Reflex","duration":"sustained up to 1 minute","description":"A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast this Spell and each time you Sustain it, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. \n \n The orb can engulf Large or smaller creatures it moves through, and it can contain as many creatures as fit in its space. The orb can try to engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save. \n \n **Success** The creature can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. \n **Failure** The creature is engulfed in the orb. It moves along with the orb and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. \n The creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A freed creature exits the orb's space and can immediately breathe. \n **Critical Failure** As failure, but the creature can't Swim to get free."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1184","name":"Behold the Weave","traits":["divination","incapacitation","prediction"],"type":"Spell","level":3,"legacy content":"   ","source":"Dark Archive pg. 181","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"1 round","description":"You behold the many timelines that weave around a creature, and in so doing, you make one more likely to occur. The target must attempt a Will save. \n \n **Critical Success** You can make neither heads nor tails of the target's timeline, and the target is unaffected. \n **Success** The target must commit to a single action that it will take at some point during its next turn: “Stride toward Valeros,” “Cast shield,” “Strike at Amiri with my jaws.” That action is now locked in, and the creature must attempt it, even if the situation has changed—if the creature stated that it would Strike at Amiri with its jaws, it must try to do so. If the creature is entirely unable to fulfill the action it committed to—for instance, if it had only 1 action left and Amiri was out of the range of its jaws Strike—it loses the last action of its turn as it reels in a temporal paradox. The creature can choose to lock in a 2- or 3-action activity if it prefers to do so, but if it does, it loses all the associated actions if it can't perform the activity on its turn. If the situation changes oddly (perhaps the creature is forcibly teleported away and has no idea which direction is “toward Valeros” any longer), the GM determines what happens. \n **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. \n **Critical Failure** As failure, but the creature must commit all of its actions for the next turn.\n\n **Heightened (7th)** Instead of affecting a single target, the spell affects all enemies within a 30-foot emanation.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1449","name":"Bind Undead","traits":["concentrate","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 318","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 mindless undead creature with a level no greater than bind undead’s spell rank","duration":"1 day","description":"With a word of power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1312","name":"Blastback","traits":["air","concentrate"],"type":"Spell","level":3,"source":"Rage of Elements pg. 70","traditions":["arcane","primal"],"cast":"","action":"reaction","trigger":"You fall more than 10 feet.","area":"20-foot emanation","defense":"basic Reflex","description":"You hit the ground with a shuddering boom, propelling the force of your fall out in a wave. You take no damage from the fall as the displaced air allows you to land gently, but all other creatures in the spell's area take 6d4 bludgeoning damage. Creatures that fail their save are also pushed back 5 feet.\n\n **Heightened (+2)** The emanation increases by 10 feet, and the damage increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=869","name":"Blazing Dive","traits":["air","evocation","fire"],"type":"Spell","level":3,"legacy content":"   ","source":"Secrets of Magic pg. 91 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","saving throw":"basic Reflex","description":"Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. You Fly 15 feet straight up into the air, then Fly in a straight line to an empty space of your choice on the ground within 60 feet. When you land, the blistering air blasts out from you, dealing 3d4 bludgeoning damage and 3d6 fire damage (basic Reflex save) to all creatures in a 10-foot emanation.\n\n **Heightened (+1)** The damage increases by 1d4 bludgeoning and 1d6 fire.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1453","name":"Blindness","traits":["concentrate","incapacitation","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 318","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Fortitude","description":"You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. \n \n **Critical Success** The target is unaffected. \n **Success** The target is blinded until its next turn begins. \n **Failure** The target is blinded for 1 minute. \n **Critical Failure** The target is blinded permanently."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1908","name":"Bonewall Bulwark","traits":["rare","necromancy"],"type":"Spell","level":3,"source":"Wake the Dead #4 pg. 29","traditions":["arcane","occult"],"cast":"material, somatic","action":"2","range":"5 feet","duration":"1 minute","description":"You create a miniature replica of the infamous Bonewall of Yled, a jumble of bones with threatening limbs reaching from it. The bulwark is 10 feet high, 10 feet long, and 1 foot think. The bulwark has an AC of 10 and 30 Hit Points. You must create the bulwark in an unbroken open space so it doesn’t pass through any creatures or objects, or the bulwark's dimensions are reduced to fit the smaller space. It must pass within 5 feet of you. \nThe bone wall bulwark grants cover from creatures on the opposite side. At the beginning of your turn, you may have the limbs attack a single creature you're aware of within 5 feet of the wall using your spell attack modifier and dealing 3d10 bludgeoning damage. This ignore cover and concealment provided by the bonewall bulwark.\n\n **Heightened (+2)** The spell's area grows by 5 feet on aside and it's Hit Points increase by 20.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=875","name":"Bottomless Stomach","traits":["conjuration","extradimensional"],"type":"Spell","level":3,"legacy content":"  ","source":"Secrets of Magic pg. 92 1.1","traditions":["arcane","occult","primal"],"cast":"material, somatic, verbal","action":"3","range":"touch","targets":"1 willing creature","duration":"1 hour","description":"You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage doesn't hamper the target's ability to eat, drink, speak (if applicable), or otherwise act, as it only opens and closes when the target chooses. \n \n The target can Interact to swallow an object of up to 1 Bulk, which doesn't harm the object or the target. If the extradimensional space is full, the target can't add any more objects until first removing one or more stored objects. Organic matter and living creatures can't be stored in this space. The extradimensional storage is obvious to any creature who looks into the target's mouth, as the entryway shimmers slightly, though this doesn't clearly reveal the contents inside. \n \n The target can Interact to spit out a single object of its choice, causing the object to fall to the ground in the target's space. The target can Interact three times in a row to spit out the entire contents of its extradimensional storage; the target doesn't have to take these actions all in the same turn, but if it takes any other actions in between, it has to start over. The items eject into the target's space, possibly spilling out into adjacent spaces if there is too much to fit. \n \n When the spell ends or the target falls unconscious, the contents of the extradimensional storage are disgorged in a riotous spew, landing in the nearest unoccupied space, a bit wet but otherwise unharmed.\n\n **Heightened (5th)** The duration increases to 8 hours.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1150","name":"Bracing Tendrils","traits":["evocation","force"],"type":"Spell","level":3,"legacy content":"  ","source":"Dark Archive pg. 104","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Visible tendrils of force anchor your body to the ground, preventing unwanted movement. Whenever you're on the ground and a creature or effect attempts to forcibly move you from your space, you can use your spell DC in place of your Fortitude DC as the DC of the check to move you. If a creature wouldn't normally need a check to move you, it must succeed at an appropriate check (usually an Athletics check for physical movement) against your spell DC or you are unmoved; if an effect wouldn't normally need a check to move you, it must counteract bracing tendrils or you are unmoved. When a creature fails to move you in this way, you can choose to have the tendrils lash back and push them 5 feet away from you. \n \n While the tendrils anchor you in place when you come to a stop, they uproot easily to cooperate with your own voluntary movement, so you can still move freely while under the effect of the spell.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1215","name":"Caster's Imposition","traits":["uncommon","abjuration","curse"],"type":"Spell","level":3,"legacy content":"   ","source":"Pathfinder #182: Graveclaw pg. 78","traditions":["arcane","divine","occult","primal"],"cast":"material, somatic, verbal","action":"3","targets":"1 creature within 60 feet","saving throw":"Will","duration":"1 minute","description":"A magical interference prevents the target from contributing to any form of cooperative spellcasting. On a failed save, the target can't participate in any ritual unless they can cast the ritual alone, and they can't access any spells provided by a coven or similar cooperative ability.\n\n **Heightened (4th)** Increase the duration to 1 hour. \n **Heightened (5th)** Increase the duration to 1 day.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1329","name":"Cave Fangs","traits":["concentrate","earth","manipulate"],"type":"Spell","level":3,"source":"Rage of Elements pg. 94","traditions":["arcane","primal"],"cast":"","action":"2","range":"60 feet","area":"20-foot burst","defense":"basic Reflex","duration":"1 minute","description":"Sharp flowstone formations protrude from the ground and ceiling, dealing 6d6 piercing damage to creatures in the area with a basic Reflex save. Densely packed with protrusions, the area becomes difficult terrain for the duration. The protrusions turn to dust when the spell ends. You can Dismiss the spell.\n\n **Heightened (+1)** The damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1464","name":"Chilling Darkness","traits":["attack","cold","concentrate","darkness","manipulate","unholy"],"type":"Spell","level":3,"source":"Player Core pg. 320","traditions":["divine"],"lesson":"lesson of shadow","cast":"","action":"2","range":"120 feet","targets":"1 creature","defense":"AC","description":"You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack. The ray deals 5d6 cold damage. If the target has the holy trait, you deal an extra 5d6 spirit damage. \n **Critical Success** The target takes double damage. \n **Success** The target takes full damage.If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell's target.\n\n **Heightened (+1)** The cold damage increases by 2d6, and the spirit damage against holy creatures increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=38","name":"Circle of Protection","traits":["uncommon","abjuration"],"type":"Spell","level":3,"legacy content":"  ","source":"Core Rulebook pg. 324 4.0","traditions":["divine","occult"],"cast":"material, somatic, verbal","action":"3","range":"touch","area":"10-foot emanation centered on the touched creature","duration":"1 minute","description":"You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result.\n\n **Heightened (4th)** The duration increases to 1 hour.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=884","name":"Claim Curse","traits":["necromancy"],"type":"Spell","level":3,"legacy content":" ","source":"Secrets of Magic pg. 95 1.1","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature affected by a curse","duration":"5 minutes","description":"By burning threads of fate around a target and then retying them to yourself instead, you temporarily draw their curse to you and offer them brief succor from the worst of its effects. Choose a curse affecting the target that you don't already have. For 5 minutes, you are affected by the curse (at the same stage as the target, if applicable), and the target isn't. When the duration ends, the curse's effects return to the target as normal.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1465","name":"Clairaudience","traits":["concentrate","manipulate","scrying"],"type":"Spell","level":3,"source":"Player Core pg. 320","traditions":["arcane","occult"],"cast":"1 minute","range":"500 feet","duration":"10 minutes","description":"You create an invisible floating ear at a location within range (even if it's outside your line of sight or line of effect). It can't move, but you can hear through the ear as if using your normal auditory senses.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1314","name":"Cloud Dragon's Cloak","traits":["air","manipulate"],"type":"Spell","level":3,"source":"Rage of Elements pg. 70","traditions":["arcane","primal"],"cast":"","action":"reaction","trigger":"You or an ally in range is targeted by a ranged attack.","range":"60 feet","targets":"the creature targeted by the attack","duration":"1 round","description":"A cloud of mist enshrouds the target, appearing much like the deflecting clouds created by cloud dragons. The target is treated as hidden for the purposes of resolving the triggering attack (so normally the attacker must succeed at a DC 11 flat check to target it) and all ranged attacks against it for the duration."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1110","name":"Consecrate Flesh","traits":["uncommon","good","transmutation"],"type":"Spell","level":3,"legacy content":"   ","source":"Knights of Lastwall pg. 92","access":"Knights of Lastwall have access to this spell.","traditions":["divine"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Through the strength of your faith, your body becomes infused with holy energy. You have weakness 5 to evil. Any creature that touches or damages you with an unarmed attack or non-reach melee weapon takes 1d6 good damage. Your unarmed attacks deal an additional 1 good damage. Your healing spells that restore Hit Points restore an additional 1d4 Hit Points when you initially cast them; as normal, if your healing spell restores Hit Points more than once, grants fast healing, or the like, the additional Hit Points still only apply once.\n\n **Heightened (+3)** Creatures touching you take 1d6 additional good damage, your unarmed Strikes deal 1 additional good damage, your healing spells restore 1d4 more additional Hit Points, and your weakness to evil increases by 5.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1384","name":"Coral Scourge","traits":["concentrate","incapacitation","manipulate","water"],"type":"Spell","level":3,"source":"Rage of Elements pg. 172","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Reflex","duration":"1 minute","description":"Barnacles, coral, and other rough aquatic creatures grow on the target's body, getting in between their joints and stiffening their movement. This impedes the target's movement depending on the result of its saving throw. \n \n **Critical Success** The target is unaffected. \n **Success** The target is clumsy 1. The target can Interact to scrape the coral growths from its body, decreasing the clumsy condition to 0 and ending the spell. \n **Failure** The target is clumsy 2. Each round at the beginning of its turn, the target becomes clumsy 1 or increases its clumsy condition by 1, to a maximum of 4. The target can Interact to scrape the coral growths from its body, decreasing the clumsy condition to 0 and ending the spell. If the target's clumsy condition caused by coral scourge reaches 4, the growths spread to cover the target's entire body, and the target becomes paralyzed. \n **Critical Failure** As failure, but when the target Interacts to scrape the coral growths from its body, it reduces its clumsy condition by 1, instead of decreasing it to 0, and decreasing the clumsy condition to 0 doesn't end the spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1474","name":"Cozy Cabin","traits":["concentrate","manipulate","wood"],"type":"Spell","level":3,"source":"Player Core pg. 321","traditions":["arcane","occult"],"cast":"1 minute","range":"30 feet","duration":"12 hours","description":"You shape a cabin 20 feet on each side and 10 feet high. This cabin has the structure trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied. \n \n The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a Sustain action. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can Dismiss the spell.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=682","name":"Crashing Wave","traits":["evocation","water"],"type":"Spell","level":3,"legacy content":"  ","source":"Advanced Player's Guide pg. 217 2.0","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","area":"30-foot cone","saving throw":"basic Reflex","description":"You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1478","name":"Crisis of Faith","traits":["concentrate","manipulate","mental"],"type":"Spell","level":3,"source":"Player Core pg. 322","traditions":["divine"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","description":"You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes full damage; if the target can cast divine spells, it's stupefied 1 for 1 round. \n **Critical Failure** The target takes double damage, is stupefied 1 for 1 round, and can't cast divine spells for 1 round. \n \n To many deities, casting this spell on a follower of your own deity without significant cause is anathema.\n\n **Heightened (+1)** The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster)."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=572","name":"Cup of Dust","traits":["curse","necromancy"],"type":"Spell","level":3,"legacy content":"  ","source":"Gods & Magic pg. 107 2.0","traditions":["arcane","occult","primal"],"deities":"Nurgal, Set","cast":"material, somatic, verbal","action":"3","range":"30 feet","targets":"1 living creature","saving throw":"Fortitude","duration":"1 day","description":"You curse the target with a thirst no drink can quench. You can Dismiss the spell. The target must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected and is temporarily immune for 1 hour. \n **Success** The creature is fatigued for 1 round. \n **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. \n **Critical Failure** As failure but the creature takes 2d4 damage each hour, twice as much as usual for thirst.\n\n **Heightened (+3)** The thirst becomes more unbearable, increasing the damage each hour by 1d4, or by 2d4 on a critical failure.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=683","name":"Curse of Lost Time","traits":["curse","negative","transmutation"],"type":"Spell","level":3,"legacy content":"   ","source":"Advanced Player's Guide pg. 217 2.0","traditions":["arcane","occult","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 Large or smaller object, construct, or living creature","saving throw":"Fortitude","duration":"varies","description":"You curse the target with rapid aging or erosion. The effect depends on whether the target is an object, a construct, or a living creature. Artifacts, along with objects and constructs made of precious materials (as determined by the GM), are immune.\r\n * **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.\r\n * **Living Creature** The living creature must attempt a Fortitude save. Ageless creatures are immune. \n**Critical Success** The living creature is unaffected. \n**Success** The living creature briefly ages, becoming clumsy 1 and enfeebled 1 for 1 round. \n**Failure** As success, with a duration of 1 hour. \n**Critical Failure** As success, with an unlimited duration.\r\n * **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.\r\n\r\n\r\n\n **Heightened (+1)** The damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1301","name":"Cyclone Rondo","traits":["rare","air","evocation"],"type":"Spell","level":3,"legacy content":"   ","source":"Wake the Dead #1 pg. 27","traditions":["occult","primal"],"cast":"material, somatic, verbal","action":"3","range":"60 feet","area":"a 10-foot square","duration":"sustained up to 1 minute","description":"Playing or singing melodies discovered by the ancient Shory, you call up a whirlwind. When the whirlwind appears, each creature in its area must attempt a Reflex save or be knocked prone. The area of the whirlwind is difficult terrain. \n The whirlwind grows harsher when you Sustain the Spell, moving up to 10 feet within your range and dealing each creature whose space it enters or passes through 4d6 damage with a basic Reflex save.\n\n **Heightened (+1)** The damage increases by 1d6.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=891","name":"Day's Weight","traits":["transmutation"],"type":"Spell","level":3,"legacy content":" ","source":"Secrets of Magic pg. 98 1.1","traditions":["arcane","occult","primal"],"cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 living creature","saving throw":"Fortitude","duration":"1 minute","description":"You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is fatigued and enfeebled 1 for 1 round. \n **Failure** The target is fatigued and enfeebled 1 for the duration. \n **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).\n\n **Heightened (6th)** You can target up to 10 creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1426","name":"Deep Sight","traits":["rare","divination"],"type":"Spell","level":3,"source":"Pathfinder #194: Cult of the Cave Worm pg. 79","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","duration":"1 hour","description":"Your eyes darken until they become entirely pitch black. You grant yourself the ability to see in the darkness. You gain darkvision. If you already have darkvision, you gain greater darkvision.\n\n **Heightened (7th)** The duration is until the next time you make daily preparations.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=895","name":"Distracting Chatter","traits":["auditory","illusion"],"type":"Spell","level":3,"legacy content":"  ","source":"Secrets of Magic pg. 100 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. The target is flat-footed, takes a –2 status penalty to purely auditory Perception checks, and must succeed at a DC 5 flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an auditory effect must succeed at a DC 5 flat check or the attempt fails. The duration depends on the target's Will save. \n \n **Critical Success** The creature is unaffected. \n **Success** The duration is 1 round. \n **Failure** The duration is 3 rounds. \n **Critical Failure** The duration is 1 minute.\n\n **Heightened (7th)** You can target up to five creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1386","name":"Dive and Breach","traits":["attack","concentrate","manipulate","teleportation","water"],"type":"Spell","level":3,"source":"Rage of Elements pg. 172","traditions":["arcane","primal"],"cast":"","action":"2","defense":"basic Reflex","description":"You make the briefest of dives through the Plane of Water. You Leap 10 feet, and where you would land on the ground, you instead disappear in a splash of water, your body entering the surface like a diver entering a pool. You then exit from an unoccupied surface within 40 feet, appearing in another splash of water as you Leap out, landing 10 feet away from where you exited. Each splash deals 3d10 bludgeoning damage to all creatures in a 5-foot emanation; creatures in multiple splash zones take damage only once.\n\n **Heightened (+1)** The damage dealt by each splash increases by 1d10."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1114","name":"Dividing Trench","traits":["uncommon","earth","transmutation"],"type":"Spell","level":3,"legacy content":"   ","source":"Knights of Lastwall pg. 93","access":"Knights of Lastwall have access to this spell.","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","duration":"1 minute","description":"You dig an earthen trench across the surrounding terrain, which must be soil, clay, sand, or other soft earth, but not flooring or stone. The trench is 5 feet wide, 5 feet deep, and up to 15 feet long. You can shape the trench's path, but it must be one continuous line. You must conjure the trench in an open space so it doesn't pass through any creatures or objects. Creatures inside the trench have cover from creatures outside the trench, and creatures outside the trench have cover from creatures inside the trench. Particularly small creatures in the trench might have more cover against other creatures who aren't close to the trench's edge, and in turn, those creatures might have more cover against small creatures in the trench; the GM determines the amount of additional cover, if any. Entering or leaving the trench requires an additional 5 feet of movement but doesn't require any kind of check and isn't considered difficult terrain. At the end of the spell's duration, the trench disappears and all creatures in the trench remain in their spaces on solid ground.\n\n **Heightened (+2)** The trench's maximum length increases by 15 feet.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1503","name":"Dream Message","traits":["concentrate","manipulate","mental"],"type":"Spell","level":3,"source":"Player Core pg. 326","traditions":["arcane","divine","occult"],"cast":"10 minutes","range":"planetary","targets":"1 creature you know by name and have met in person","duration":"until your next daily preparations","description":"You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent.\n\n **Heightened (4th)** You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1506","name":"Earthbind","traits":["concentrate","earth","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 327","traditions":["arcane","primal"],"deity":"Torag","cast":"","action":"2","range":"120 feet","targets":"1 flying creature","defense":"Fortitude","duration":"varies","description":"Using the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn't take falling damage. \n \n **Critical Success** The target is unaffected. \n **Success** The target falls safely up to 120 feet. \n **Failure** The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round. \n **Critical Failure** The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=901","name":"Elemental Absorption","traits":["abjuration"],"type":"Spell","level":3,"legacy content":" ","source":"Secrets of Magic pg. 102 1.1","traditions":["arcane","primal"],"spell list":"elemental","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen elemental trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. \n \n As a 2-action activity, which has the concentrate trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost. **Elemental Spell Changes** **Source** Rage of Elements pg. 55 \nAdd metal (electricity or slashing damage) and wood (bludgeoning or vitality damage) to the choices.\n\n **Heightened (+3)** The resistance increases by 5 and the maximum damage increases by 30.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=902","name":"Elemental Annihilation Wave","traits":["air","earth","evocation","fire","water"],"type":"Spell","level":3,"legacy content":"     ","source":"Secrets of Magic pg. 102 1.1","traditions":["arcane","primal"],"spell list":"elemental","cast":"to 2 rounds","action":"2","area":"30-foot cone","saving throw":"basic Reflex","description":"You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals 1d6 fire damage and 3d6 bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters. \n \n |2| **(somatic, verbal)** The spell is a 30-foot cone. \n |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. \n **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. **Elemental Spell Changes** \n **Source** Rage of Elements pg. 55 \n\nYou can replace the air trait with the metal and wood traits when you cast the spell.\n\n **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.","components":["2 rounds"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1516","name":"Enthrall","traits":["auditory","concentrate","emotion","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 329","traditions":["arcane","occult"],"deities":"Calistria, Shelyn","cast":"","action":"2","range":"120 feet","targets":"all creatures in range","defense":"Will","duration":"sustained","description":"Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying. \n \n Each creature that comes within range has to attempt a save when you Sustain the spell. If you're speaking, enthrall gains the linguistic trait. \n \n **Critical Success** The target is unaffected and notices that you tried to use magic. \n **Success** The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled). \n **Failure** The target is fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately. \n **Critical Failure** As failure, but the target can't attempt a save to end the fascination if it disagrees with you."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=906","name":"Envenom Companion","traits":["necromancy","poison"],"type":"Spell","level":3,"legacy content":"  ","source":"Secrets of Magic pg. 104 1.1","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"your companion or eidolon","duration":"1 minute","description":"You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed Strike that deals piercing or slashing damage, that Strike deals an additional 1d8 poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also clumsy 1 for 1 round. \n \n This spell can't target familiars.\n\n **Heightened (+3)** The poison damage increases by 1d8 and the clumsy value imposed on a failed save increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1264","name":"Excise Lexicon","traits":["uncommon","divination","linguistic","mental"],"type":"Spell","level":3,"legacy content":"    ","source":"Pathfinder #186: Ghost King's Rage pg. 76","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You reach into a creature's mind and extract its knowledge of a word. Choose a word to excise when you Cast the Spell. The word must be a mundane word, not a proper noun, and not a word of power such as those used as verbal components for spells. The target must attempt a Will save. The target forgets any words you remove with this spell. While the spell lasts, the target doesn't register or understand the excised words in any form, signed, spoken, written, or otherwise, and can't comprehend them by any means, even by a tongues spell or similar magic. The spell fails if you don't share at least one language with the target. However, the target forgets the words from each language they know, not just your shared languages. \n \n **Critical Success** The target is unaffected and knows which words you attempted to excise. \n **Success** The spell's duration is 1 minute. \n **Failure** The spell's duration is 1 day. \n **Critical Failure** The spell's duration is unlimited.\n\n **Heightened (+2)** You excise one additional word.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=688","name":"Familiar's Face","traits":["divination","scrying"],"type":"Spell","level":3,"legacy content":"  ","source":"Advanced Player's Guide pg. 218 2.0","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"1 mile","targets":"1 willing creature that is your animal companion or familiar","duration":"sustained","description":"The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. If you can cast a spell with the revelation trait that affects your senses, such as see invisibility, while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use Command an Animal on the target as part of Sustaining this Spell. You don't need line of sight or line of effect to your target when you Cast this Spell.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1101","name":"Far Sight","traits":["uncommon","divination","visual"],"type":"Spell","level":3,"legacy content":"   ","source":"Pathfinder #177: Burning Tundra pg. 76","traditions":["occult","primal"],"cast":"somatic, verbal","action":"2","duration":"10 minutes","description":"You can see distant objects as if they were closer. You can view creatures, objects, and terrain features that are more than 30 feet away and up to 300 feet away as though they were only 30 feet away. You can view creatures, objects, and terrain features that are 300 feet away or more as though they were only one-tenth as far away. This spell only affects your ability to discern visual details; it doesn't let you treat the objects as actually closer for the purposes of spells, ranged attacks, or otherwise. This spell doesn't affect the range of other visual senses you might have, so if you have a visual sense that extends to only 60 feet, you still can't use it to see things beyond that range, even if they would appear closer with this spell.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1427","name":"Fate's Travels","traits":["rare","necromancy"],"type":"Spell","level":3,"source":"Pathfinder #194: Cult of the Cave Worm pg. 79","traditions":["divine","occult"],"cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"1 corpse","saving throw":"Will","description":"You get a vision of the creature when it was alive, and its last 10 minutes of travel. This vision gives you a clear impression of the route it took and locations it visited, if any, but not any creatures or hazards in those areas. This information is enough to automatically succeed at Tracking the creature over that distance.\n\n **Heightened (6th)** Your vision covers the creature's last hour of travel, and you gain an impression of the hazards, creature types, and number of creatures it encountered along the way, as well as a clear impression of how it died.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1525","name":"Feet to Fins","traits":["concentrate","manipulate","morph"],"type":"Spell","level":3,"source":"Player Core pg. 331","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","duration":"10 minutes","description":"The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet.\n\n **Heightened (6th)** The spell lasts until your next daily preparations."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1530","name":"Fireball","traits":["concentrate","fire","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 331","traditions":["arcane","primal"],"deity":"Sarenrae","cast":"","action":"2","range":"500 feet","area":"20-foot burst","defense":"basic Reflex","description":"A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.\n\n **Heightened (+1)** The damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1284","name":"Firework Blast","traits":["uncommon","evocation"],"type":"Spell","level":3,"legacy content":"  ","source":"Firebrands pg. 89","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["arcane"],"cast":"somatic, verbal","action":"2","range":"500 feet","area":"20-foot burst","saving throw":"basic Reflex","description":"You create a massive display of loud and colorful explosions. The explosions deal 4d6 fire damage. Creatures that fail their saves must attempt an additional Fortitude save. Creatures that critically fail their saves take a –2 circumstance penalty to this Fortitude save. \n \n **Success** The creature is unaffected. \n **Failure** The creature is blinded and deafened for 1 round. \n **Critical Failure** The creature is blinded for 1 round and dazzled and deafened for 1 minute.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1154","name":"Focusing Hum","traits":["divination","enchantment"],"type":"Spell","level":3,"legacy content":"  ","source":"Dark Archive pg. 105","traditions":["divine","occult"],"cast":"somatic, verbal","action":"1","area":"15-foot emanation centered on you","duration":"sustained up to 1 minute","description":"You infuse the air around you with a sustained hum that allows creatures within it to resist distractions. The DC of any flat check to Cast a Spell while stupefied for creatures within the area is 2 lower. Confused creatures in the area don't attack anyone, including themselves, and instead lose the ability to speak coherently. You take a –2 penalty to Stealth checks to Hide and Sneak.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1067","name":"Gasping Marsh","traits":["uncommon","evocation","poison"],"type":"Spell","level":3,"legacy content":"   ","source":"Pathfinder #171: Hurricane's Howl pg. 77","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","area":"10-foot burst","saving throw":"basic Fortitude","duration":"sustained up to 1 minute","description":"With a rattling hiss, you create a quickly evaporating mist of invisible poisonous marsh gas to smother creatures in the area. When you Sustain the Spell, the mist dissipates completely from the previous area, and you can select a new area within range to fill with the mist. If you don't Sustain the Spell, the mist dissipates and the spell ends. You deal 4d6 poison damage to each breathing creature that starts its turn in the area. Each affected creature must attempt a Fortitude save. The creature is then temporarily immune to gasping marsh for 1 minute. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is sickened 1. \n **Critical Failure** The creature takes double damage, is sickened 2, and takes 1d8 persistent poison damage.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1544","name":"Ghostly Weapon","traits":["concentrate","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 333","traditions":["arcane","occult"],"deity":"Pharasma","cast":"","action":"2","range":"touch","targets":"1 weapon that is either unattended or wielded by you or a willing ally","duration":"5 minutes","description":"The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects of the ghost touch property rune, meaning it is magical if it wasn't already, is especially effective against incorporeal creatures, and can be wielded by a corporeal or incorporeal creature."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1300","name":"Glass Sand","traits":["uncommon","earth","evocation"],"type":"Spell","level":3,"legacy content":"   ","source":"The Enmity Cycle pg. 61","traditions":["arcane","primal"],"cast":"material, somatic","action":"2","area":"60-foot cone","saving throw":"Reflex","description":"You throw a handful of sand that transforms into jagged shards of glass. Creatures in the area take 4d6 slashing damage and must attempt a Reflex save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes full damage and 1 persistent bleed damage. \n **Critical Failure** The target takes double damage and 2 persistent bleed damage.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=138","name":"Glyph of Warding","traits":["abjuration"],"type":"Spell","level":3,"legacy content":" ","source":"Core Rulebook pg. 341 4.0","traditions":["arcane","divine","occult","primal"],"cast":"10 minutes (material, somatic, verbal)","range":"touch","targets":"1 container or a 10-foot-by-10-foot area","duration":"unlimited","description":"You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within. \n \n Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. \n \n You can Dismiss glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=577","name":"Gravity Well","traits":["evocation"],"type":"Spell","level":3,"legacy content":" ","source":"Secrets of Magic pg. 109 1.1, Gods & Magic pg. 108 2.0","traditions":["arcane","occult"],"deities":"Otolmens, The Path of the Heavens","cast":"somatic, verbal","action":"2","range":"120 feet","area":"30-foot-radius burst","saving throw":"Reflex","description":"You create a sphere of altered gravity. All creatures and unsecured objects in the area move towards the center, depending on their Reflex saving throws. This follows the rules for forced movement. If there’s not enough space near the center of the sphere, creatures and objects nearer to the center move first, and others move as far as they can without being blocked, up to the amount set by their saving throw outcomes. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature moves 5 feet toward the center. \n **Failure** The creature moves 15 feet toward the center. \n **Critical Failure** The creature moves 30 feet toward the center.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1553","name":"Haste","traits":["concentrate","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 335","traditions":["arcane","occult","primal"],"deity":"Irori","cast":"","action":"2","range":"30 feet","targets":"1 creature","duration":"1 minute","description":"Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round for only Strike and Stride actions.\n\n **Heightened (7th)** You can target up to 6 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1358","name":"Heatvision","traits":["uncommon","concentrate","fire","manipulate"],"type":"Spell","level":3,"source":"Rage of Elements pg. 120","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","duration":"1 hour","description":"The target visually senses the heat energy emitted by the creatures and objects around it, gaining infrared vision at a range of 60 feet as a precise sense. This vision can detect any warm-blooded creature or source of heat not completely covered behind a solid object, such as a wall; this bypasses any concealement granted by smoke or darkness. It can similarly detect especially cold creatures and sources of cold. Almost all creatures with the cold or fire trait can be detected with heatvision. Undead and constructs are typically the same temperature as their environment and can't be detected with heatvision. The GM decides in other cases.\n\n **Heightened (6th)** The duration lasts until you next make your daily preparations, and the range increases to 120 feet."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1555","name":"Heroism","traits":["concentrate","manipulate","mental"],"type":"Spell","level":3,"source":"Player Core pg. 335","traditions":["divine","occult"],"cast":"","action":"2","range":"touch","targets":"1 creature","duration":"10 minutes","description":"You unlock the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.\n\n **Heightened (6th)** The status bonus increases to +2. \n **Heightened (9th)** The status bonus increases to +3."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1557","name":"Holy Light","traits":["attack","concentrate","fire","holy","light","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 335","traditions":["divine","primal"],"cast":"","action":"2","range":"120 feet","targets":"1 creature","defense":"AC","description":"You shine a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target has the unholy trait, you deal an extra 5d6 spirit damage. \n \n **Critical Success** The target takes double damage. \n **Success** The target takes full damage. \n \n If the light passes through an area of magical darkness or targets a creature affected by magical darkness, holy light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.\n\n **Heightened (+1)** The fire damage increases by 2d6, and the spirit damage against unholy creatures increases by 2d6.","oldName":"searing light"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1563","name":"Hypercognition","traits":["concentrate"],"type":"Spell","level":3,"source":"Player Core pg. 336","traditions":["occult"],"cast":"","action":"1","description":"You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 Recall Knowledge actions as part of Casting this Spell. For these actions, you can't use any special abilities, reactions, or free actions that trigger when you Recall Knowledge."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1564","name":"Hypnotize","traits":["illusion","manipulate","subtle","visual"],"type":"Spell","level":3,"source":"Player Core pg. 336","traditions":["arcane","occult"],"cast":"","action":"2","range":"120 feet","area":"10-foot burst","defense":"Will","duration":"sustained up to 1 minute","description":"You create a cloud of mesmerizing patterns and colors that hovers in the air. Creatures are dazzled while inside the cloud. In addition, a creature must attempt a Will saving throw if it is inside the cloud when you cast it, when it enters the cloud, when it ends its turn within the cloud, or if it uses a Seek or Interact action on the cloud. A creature currently fascinated by hypnotize doesn't attempt new saves. \n \n **Success** The target is unaffected. \n **Failure** The target is fascinated by the cloud. \n **Critical Failure** The target is fascinated by the cloud. While it remains fascinated, it can't use reactions.","oldName":"hypnotic pattern"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=929","name":"Impending Doom","traits":["divination","emotion","fear","incapacitation","mental","prediction"],"type":"Spell","level":3,"legacy content":"      ","source":"Secrets of Magic pg. 110 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 living creature","saving throw":"Will","duration":"3 rounds","description":"You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise. The intense mental vision grows more and more terrifying to the target as the doom grows closer, and it takes 3 rounds to reach its conclusion. The target must attempt a Will saving throw to determine the effects. At the end of the spell's duration, if the target was affected, the target witnesses its death and takes 6d6 mental damage. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is unaffected for 1 round. On the second round, it becomes flat-footed. Finally, on the third round, it becomes frightened 1. At the end of the third round, it takes half damage. \n **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. \n **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.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1235","name":"Infectious Ennui","traits":["rare","emotion","enchantment","mental"],"type":"Spell","level":3,"legacy content":"    ","source":"Kingmaker Companion Guide pg. 95","traditions":["divine","occult"],"cast":"verbal, somatic","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Will","duration":"sustained up to 1 minute","description":"With a wave of your hand and a short invocation, you cause feelings of ennui and impending doom to well up in the mind of the targeted creature, who must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is momentarily overwhelmed with ennui. It becomes slowed 1 as it grapples mentally with the pointlessness of existence, but at the end of the target's next turn, the spell effect ends. \n **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.) \n **Critical Failure** As failure, but the primary target is slowed 2 and frightened 2.\n\n **Heightened (5th)** When a secondary target becomes slowed, it remains slowed as long as the spell is sustained.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1575","name":"Insect Form","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":3,"source":"Player Core pg. 338","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 minute","description":"You envision a simple bug and transform into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss this spell. \n \n You gain the following statistics and abilities regardless of which battle form you choose: \r\n * AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 10 temporary Hit Points.\r\n * Low-light vision.\r\n * 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.\r\n * Athletics modifier of +13, unless your own is higher.\r\n\r\n\r\n You gain specific abilities based on the form you choose:\r\n * **Beetle** Speed 25 feet; **Melee** |1| mandibles, **Damage** 2d10 bludgeoning.\r\n * **Centipede** Speed 25 feet, climb 25 feet; darkvision; **Melee** |1| mandibles, **Damage** 1d8 piercing plus 1d4 persistent poison.\r\n * **Mantis** Speed 40 feet; imprecise scent 30 feet; **Melee** |1| foreleg, **Damage** 2d8 piercing.\r\n * **Scorpion** Speed 40 feet; darkvision, imprecise tremorsense 60 feet; **Melee** |1| stinger, **Damage** 1d8 piercing plus 1d4 persistent poison; **Melee** |1| pincer (agile), **Damage** 1d6 bludgeoning.\r\n * **Spider** Speed 25 feet, climb 25 feet; darkvision; **Melee** |1| fangs, **Damage** 1d6 piercing plus 1d4 persistent poison; **Ranged** |1| web (range increment 20 feet), **Damage** entangles the target for 1 round.\r\n\r\n\r\n\n **Heightened (4th)** Your battle form is Large, and your attacks have 10-foot reach. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and Athletics +16. \n **Heightened (5th)** Your battle form is Huge, and your attacks have 15-foot reach. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), and Athletics +20."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=165","name":"Invisibility Sphere","traits":["illusion"],"type":"Spell","level":3,"legacy content":" ","source":"Core Rulebook pg. 347 4.0","traditions":["arcane","occult"],"deities":"Luhar, Thamir","cast":"material, somatic","action":"2","area":"10-foot emanation","targets":"you and any number of creatures in range","duration":"10 minutes","description":"You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed. \n \n While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends.\n\n **Heightened (5th)** The duration increases to 1 hour.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1277","name":"Lashing Rope","traits":["transmutation"],"type":"Spell","level":3,"legacy content":" ","source":"Pathfinder #188: They Watched the Stars pg. 81","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"50 feet","targets":"up to 50 feet of unattended rope or an inanimate rope-like object","duration":"sustained up to 1 minute","description":"You cause a section of rope or a rope-like object to animate, slither to your square, and encircle you, wreathing you in twisting, lashing fibers. \n \n When you Cast the Spell and each time you Sustain the Spell, you can make a melee Strike with the rope, which uses and contributes to your multiple attack penalty. These rope Strikes are melee spell attacks; have the magical, reach, and trip weapon traits; and deal 3d6 slashing. \n \n If you critically fail a check to Trip using the rope, you can't make any more Strikes with it this turn, nor can you use it to make an Attack of Opportunity until the beginning of your next turn. This replaces the usual results of a critical failure to Trip.\n\n **Heightened (+2)** The damage from your rope Strikes increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1584","name":"Levitate","traits":["concentrate","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 340","traditions":["arcane","occult"],"deity":"Nethys","cast":"","action":"2","range":"touch","targets":"1 unattended object or willing creature","duration":"5 minutes","description":"You defy gravity and levitate the target 5 feet off the ground. You can Sustain the spell to move the target up or down 10 feet. A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls. A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=939","name":"Life Connection","traits":["contingency","necromancy"],"type":"Spell","level":3,"legacy content":"  ","source":"Secrets of Magic pg. 113 1.1","traditions":["divine","primal"],"cast":"10 minutes (material, somatic, verbal)","range":"touch","targets":"1 living creature","duration":"24 hours","description":"When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. A creature can be part of no more than one life connection simultaneously. When the spell is complete, you gain the Defend Life reaction; once you use the reaction, the spell ends. \n \n **Defend Life** |reaction| (concentrate)","trigger":"The target takes damage","requirements":"You're within 1 mile of the target","effect":" After calculating the amount of damage the target would take (applying weaknesses, resistances, and the like), you lose an equal number of Hit Points, and the target doesn't take any of the damage. You can't reduce the amount of Hit Points you lose in this way. The target still takes any effects that would come with the damage, however, such as the venom on a viper's fangs Strike.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1119","name":"Life Pact","traits":["uncommon","healing","necromancy"],"type":"Spell","level":3,"legacy content":"   ","source":"Knights of Lastwall pg. 94","access":"Knights of Lastwall have access to this spell.","traditions":["divine","occult","primal"],"cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"up to 6 willing creatures","duration":"10 minutes","description":"Using your life force or spirit as a conduit, you bind the targets in a mystical pact. If one of the targets is about to take damage that would reduce it to 0 Hit Points, all other targets immediately lose 3 Hit Points and the triggering target regains a number of Hit Points equal to the Hit Points lost this way, just before taking the damage. If this healing is enough that the triggering target is no longer reduced to 0 Hit Points, they remain conscious. Once the triggering target has regained Hit Points from the other targets, the spell ends.\n\n **Heightened (+1)** Increase the number of Hit Points lost by 1 for each target other than the one reduced to 0 Hit Points. The target reduced to 0 Hit Points regains that many additional Hit Points.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1586","name":"Lightning Bolt","traits":["concentrate","electricity","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 341","traditions":["arcane","primal"],"deity":"Gozreh","cast":"","action":"2","area":"120-foot line","defense":"basic Reflex","description":"A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage with a basic Reflex save.\n\n **Heightened (+1)** The damage increases by 1d12."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1588","name":"Locate","traits":["uncommon","concentrate","detection","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 341","traditions":["arcane","divine","occult"],"cast":"10 minutes","range":"500 feet","targets":"1 specific object or type of object","duration":"sustained","description":"You learn the direction to the target (if you picked a specific object, such as “my mother's sword”) or the nearest target (if you picked a type of object, such as “swords”). If the target is a specific object, you must have observed it directly with your own senses. If it's a type of object, you still need to have an accurate mental image of the type of object. If there's lead or running water between you and the target, this spell can't locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water.\n\n **Heightened (5th)** You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1405","name":"Lotus Walk","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":3,"source":"Rage of Elements pg. 197","traditions":["arcane","divine","primal"],"cast":"","action":"2","duration":"1 minute","description":"Lotuses, water lilies, and other watery plants bloom at your feet, allowing you to walk on the surface of water and other liquids. You can go underwater if you wish, but in that case, you must Swim normally. As you Stride or Step on water, you leave a trail of oversized lily pads, lotus leaves, or spatterdock that fill the squares' surfaces in your wake. Each square of this trail can withstand the weight of 1 Medium creature and lasts until the end of your next turn. You can Dismiss this spell early.\n\n **Heightened (4th)** The duration of this spell increases to 10 minutes. The trail lasts until the spell ends or you Dismiss the spell on you, whichever comes first. \n **Heightened (6th)** The duration increases to 1 hour. Your trail is permanent even if you Dismiss the spell on you, although if the water can't support such plants, they'll die in a week. The trail can be removed by dispel magic or a similar spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1590","name":"Mad Monkeys","traits":["concentrate","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 341","traditions":["primal"],"lesson":"lesson of mischief","cast":"","action":"2","range":"30 feet","area":"5-foot burst","duration":"sustained up to 1 minute","description":"Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. \n \n 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.\r\n * **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.\r\n * **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. \n**Critical Success** The creature is unaffected and is temporarily immune for 10 minutes. \n**Success** The creature is unaffected. \n**Failure** The creature is deafened for 1 round. \n**Critical Failure** The creature is deafened for 1 minute.\r\n * **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. \n**Critical Success** The creature is unaffected and is temporarily immune for 10 minutes. \n**Success** The creature is unaffected. \n**Failure** For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted. \n**Critical Failure** As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=821","name":"Magical Fetters","traits":["uncommon","conjuration","incapacitation"],"type":"Spell","level":3,"legacy content":"   ","source":"Pathfinder #158: Sixty Feet Under pg. 77","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Reflex","duration":"see below","description":"Ghostly manacles launch from your outstretched hand and clasp around the target's limbs, impeding its movements. The target must attempt a Reflex save.\n \n \n **Critical Success** The target is unaffected. \n **Success** The target is clumsy 1 and takes a –10-foot status penalty to its Speed for 1 round. \n **Failure** The target is clumsy 3 and takes a –10-foot status penalty to its Speed for 1 minute. \n **Critical Failure** As failure, but the target is also slowed 1 for the duration.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=943","name":"Magnetic Acceleration","traits":["attack","evocation","metal"],"type":"Spell","level":3,"legacy content":"   ","source":"Secrets of Magic pg. 114 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 creature or object","description":"You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with magnetic acceleration. On a hit, the target takes 3d6 bludgeoning damage and 3d6 piercing damage, or double damage on a critical hit.\n\n **Heightened (+1)** The bludgeoning and piercing damage each increase by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1121","name":"Martyr's Intervention","traits":["uncommon","healing","necromancy"],"type":"Spell","level":3,"legacy content":"   ","source":"Knights of Lastwall pg. 94","access":"Knights of Lastwall have access to this spell.","traditions":["divine","occult","primal"],"cast":"verbal","action":"reaction","trigger":"A creature within range would take damage that reduces it to 0 Hit Points","requirements":"You don't have the wounded condition","range":"60 feet","targets":"1 living creature","description":"You shield a creature in dire need with your own life force, taking the harm upon yourself to save their life. The target is reduced to 1 Hit Point instead of 0 Hit Points. All remaining damage that was prevented from harming the target creature is instead dealt to you. Both you and the target become wounded 1; targets who are already wounded increased their wounded value by 1.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1602","name":"Mind Reading","traits":["uncommon","concentrate","detection","manipulate","mental"],"type":"Spell","level":3,"source":"Player Core pg. 343","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"1 round or sustained up to 1 minute","description":"With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour. \n \n **Critical Success** The target perceives vague surface thoughts from you when you Cast the Spell. \n **Success** You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours. \n **Failure** You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence is higher than, equal to, or lower than yours. \n **Critical Failure** As failure, and for the duration of the spell, you can Sustain the spell to detect the target's surface thoughts again. The target doesn't receive any additional saves."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=949","name":"Mind of Menace","traits":["contingency","emotion","enchantment","fear","mental"],"type":"Spell","level":3,"legacy content":"     ","source":"Secrets of Magic pg. 116 1.1","traditions":["arcane","divine","occult","primal"],"lesson":"lesson of favors","cast":"10 minutes (material, somatic, verbal)","duration":"24 hours","description":"This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends. \n \n **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.","success":"The creature is unaffected.","failure":"The creature is frightened 2, and you gain a +2 status bonus to your saving throw or other defense against the triggering mental effect.","critical failure":" The creature is frightened 2, and you're unaffected by the triggering mental effect.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1082","name":"Moonlight Ray","traits":["uncommon","attack","cold","evocation","good","light"],"type":"Spell","level":3,"legacy content":"      ","source":"Pathfinder #172: Secrets of the Temple City pg. 77","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 creature","description":"You unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target is a fiend or undead, you deal an extra 5d6 good damage. Moonlight ray's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. \n \n **Critical Success** The target takes double cold damage, as well as double good damage if a fiend or undead. \n **Success** The target takes full damage. \n \n 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.\n\n **Heightened (+1)** The cold damage increases by 2d6, and the good damage against fiends and undead increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1158","name":"Moth's Supper","traits":["necromancy"],"type":"Spell","level":3,"legacy content":" ","source":"Dark Archive pg. 106","traditions":["occult","primal"],"cast":"somatic, verbal","action":"2","duration":"1 hour","description":"You sigh, and your breath transforms into delicate, black-winged butterflies and huge death's-head hawkmoths. They flutter about you briefly, and then range forth in search of sustenance— fresh-spilled blood, by preference, but rotting corpses, flowering plants, or even left-behind food will do in a pinch. They then return, perching on your hair or shoulders and whispering their secrets into your ears. This has three effects. \r\n * You heal 2d4 Hit Points every 10 minutes.\r\n * The first time during the duration when someone successfully Treats your Wounds, you regain an additional 4d4 Hit Points.\r\n * You gain an imprecise sense out to 30 feet that senses only freshly spilled blood and rotten flesh.\r\n\r\n\r\n\n **Heightened (+1)** The amount of Hit Points healed every 10 minutes increases by 1d4 and the amount of Hit Points regained from the first Treat Wounds increases by 2d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1290","name":"Nothing Up My Sleeve","traits":["uncommon","conjuration","extradimensional"],"type":"Spell","level":3,"legacy content":"   ","source":"Firebrands pg. 90","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","duration":"1 hour","description":"You create an extradimensional space within each of your sleeves. If you're not wearing clothing with sleeves, the spell also produces a simple shirt with long sleeves for you for the duration. Each of the extradimensional spaces can hold objects and equipment, up to a total of 1 Bulk. Organic matter and living creatures can't be stored in these spaces. You are the only person who can access or perceive these extradimensional spaces. \n \n You can Interact to place an object into the extradimensional space or to draw an object from the extradimensional storage. When you draw an object from the extradimensional storage, the object appears in one of your empty hands. If you don't have an empty hand, you can't draw an object from the extradimensional storage. For the duration, whenever you Palm an Object, you can choose to place the palmed object directly into one of the two extradimensional spaces if that space has sufficient capacity to hold the object. \n \n When the spell ends or you die, the contents of both extradimensional spaces are ejected and land without harm on the ground in your space.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1376","name":"Noxious Metals","traits":["concentrate","manipulate","metal","poison"],"type":"Spell","level":3,"source":"Rage of Elements pg. 145","traditions":["arcane"],"deity":"Ferrumnestra","cast":"","action":"2","range":"60 feet","area":"20-foot burst","defense":"basic Fortitude","description":"This spell forces toxic metal to coalesce on the skin or surface of all living creatures in the area, dealing 4d6 poison damage with a basic Fortitude save. Any creature that has the plant trait, has the wood trait, or has an anathema toward metal, takes the following effects depending on the result of that Fortitude save. \n \n **Critical Success** The creature suffers no additional effects. \n **Success** The creature takes 1 persistent poison damage and is sickened 1 as long as it takes this persistent damage. \n **Failure** As success, except 1d4 persistent poison damage and sickened 2. \n **Critical Failure** As success, except 1d8 persistent poison damage and sickened 3.\n\n **Heightened (+1)** The initial poison damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1619","name":"One with Stone","traits":["concentrate","earth","manipulate","polymorph"],"type":"Spell","level":3,"source":"Player Core pg. 347","traditions":["arcane","primal"],"cast":"","action":"2","duration":"10 minutes or 8 hours","description":"You can either transform into a stone or merge with stone. This spell has the same effects as one with plants, but lets you merge with or turn into stone. A stone you turn into has AC 23. You can Dismiss this spell.","oldName":"meld into stone"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=961","name":"Oneiric Mire","traits":["illusion","mental","visual"],"type":"Spell","level":3,"legacy content":"   ","source":"Secrets of Magic pg. 119 1.1","traditions":["arcane","occult","primal"],"cast":"somatic, verbal","action":"3","range":"120 feet","area":"20-foot burst","duration":"1 minute","description":"You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. \n \n Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a –10-foot circumstance penalty to its Speeds. On a critical failure, it's also immobilized. In addition to the normal actions to Escape, at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully disbelieves the illusion and no longer needs to make Will saves to risk a Speed penalty or being immobilized, though the area is still difficult terrain.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=962","name":"Ooze Form","traits":["polymorph","transmutation"],"type":"Spell","level":3,"legacy content":"  ","source":"Secrets of Magic pg. 119 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the ooze trait. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of which battle form you choose: \r\n * AC = 7 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 20 temporary Hit Points.\r\n * You are immune to critical hits, precision damage, and visual effects.\r\n * Resistance 5 to acid, piercing, and slashing damage.\r\n * No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense.\r\n * One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +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.\r\n * Athletics modifier of +14, unless your own is higher.\r\n\r\n\r\n You also gain specific abilities based on the ooze:\r\n * **Black Pudding** Speed 15 feet, climb 15 feet; **Melee** |1| pseudopod, **Damage** 2d6+5 bludgeoning and 1d8 acid.\r\n * **Gelatinous Cube** Speed 15 feet; **Melee** |1| cube face, **Damage** 1d6+5 acid; a creature hit by your cube face Strike must succeed at a Fortitude save against your spell DC or be stunned 1 (or paralyzed for 1 round on a critical failure); this save has the incapacitation trait.\r\n * **Gray Ooze** Speed 15 feet, climb 15 feet, swim 15 feet; **Melee** |1| pseudopod, **Damage** 1d6+5 bludgeoning and 1d6 acid, and you can spend an action after a hit to Grab the target.\r\n * **Ochre Jelly** Speed 15 feet, climb 10 feet; resistance 5 to electricity; **Melee** |1| pseudopod, **Damage** 1d8+5 bludgeoning and 1d8 acid, and you can spend an action after a hit to Grab the target.\r\n\r\n\r\n\n **Heightened (4th)** Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 30 temporary HP; resistance 7 to acid, piercing, and slashing; attack modifier +16; damage bonus +9; and Athletics +16. Your motion sense has a range of 40 feet. \n **Heightened (5th)** Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 40 temporary HP; resistance 10 to acid, piercing, and slashing; attack modifier +18; damage bonus +6 and double damage dice; and Athletics +20. Your motion sense has a range of 60 feet. \n **Heightened (8th)** Your battle form is Gargantuan (20-foot-by-20-foot space), and your attacks have 20-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 60 temporary HP; resistance 12 to acid, piercing, and slashing; attack modifier +28; damage bonus +13 and double damage dice; and Athletics +29. Your motion sense has a range of 60 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=963","name":"Organsight","traits":["divination","revelation"],"type":"Spell","level":3,"legacy content":"  ","source":"Secrets of Magic pg. 120 1.1","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 living or undead creature that has organs","duration":"1 minute","description":"You see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on Medicine checks against the target that depend on its organs, but a –2 circumstance penalty on Medicine checks depending on seeing its skin. \n \n When you Cast the Spell, attempt a special Recall Knowledge check using Medicine to spot and discern a vital organ. If you have a Lore skill appropriate to the creature, you can use that skill instead of Medicine. If you succeed, the next time you deal piercing or slashing damage to the target with a Strike or spell, you deal 4d6 additional precision damage. Once on each of your subsequent turns, you can use a single action to attempt the special Recall Knowledge check again. The extra damage isn't cumulative, so making the check more than once before a Strike or spell has no extra benefit.\n\n **Heightened (+1)** The precision damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1096","name":"Painted Scout","traits":["uncommon","divination","scrying"],"type":"Spell","level":3,"legacy content":"   ","source":"Pathfinder #175: Broken Tusk Moon pg. 80","traditions":["occult","primal"],"cast":"material, somatic, verbal","action":"3","range":"touch","targets":"a cave wall or other stone surface","duration":"sustained","description":"You press your hand to the stone, causing hand-drawn scouts to spread out from your fingers. As long as you keep your hand on the wall and Sustain the Spell, you can see, hear, and smell through the painted scout using whatever senses you have (including natural senses like scent or darkvision, or magical effects like see invisibility). You can move the scout up to your Speed along the wall each time you Sustain the Spell. The scout can move anywhere along the wall to a range of 120 feet as long as its path is unbroken; it treats sharp corners and particularly craggy spots on the wall as difficult terrain. The painted scout is bonded to the wall on which you created it and can't move onto another surface or material. \n \n You can spend an action to make the scout Hide or Sneak, and you can roll a Nature or Occultism check in place of the usual Stealth check. The painted scout must be near a suitably obscured nook or cranny to Hide; it can't Hide or Sneak along a flat, featureless wall. If the painted scout is smeared or doused in water, the scout is destroyed and the spell ends.\n\n **Heightened (6th)** You create up to five separate painted scouts, and the range to which the scouts can move along the wall increases to 500 feet. Each time you Sustain the Spell, you can move one scout up to your Speed, and you can see, hear, and smell through all five scouts simultaneously. A destroyed scout can't be replaced, and the spell ends if all the scouts are destroyed.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1622","name":"Paralyze","traits":["concentrate","incapacitation","manipulate","mental"],"type":"Spell","level":3,"source":"Player Core pg. 348","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"You block the target's motor impulses before they can leave its mind, freezing target in place. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is stunned 1. \n **Failure** The target is paralyzed for 1 round. \n **Critical Failure** The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.\n\n **Heightened (7th)** You can target up to 10 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1292","name":"Percussive Impact","traits":["uncommon","evocation","sonic"],"type":"Spell","level":3,"legacy content":"   ","source":"Firebrands pg. 90","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","description":"You lob a compressed ball of sound at a foe. The ball explodes on impact, unleashing a powerful blast of sound. Make a spell attack roll. If you hit, you deal 4d8 bludgeoning damage plus 1d4 sonic splash damage. On a critical success, the target is also deafened for 1 round.\n\n **Heightened (+2)** The bludgeoning damages increases by 4d8, the sonic splash damage increases by 1d4, and the duration of the deafened condition increases by 2 rounds.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=834","name":"Perseis's Precautions","traits":["uncommon","divination","fortune","prediction"],"type":"Spell","level":3,"legacy content":"    ","source":"PFS Guide pg. 123","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"touch","duration":"10 minutes","description":"Leaving nothing to chance, you weave divinatory precautions against an ambush, alerting the target to danger. Once during the duration of this spell, the target can roll one Perception, Arcana, Crafting, Lore, Occultism, or Society initiative roll twice and take the better result, after which the spell ends. The strain of staying so prepared is too much for a mind to handle for long; the target is temporarily immune to this spell for 24 hours once the spell ends, whether they used the initiative benefit or not.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=969","name":"Phantom Prison","traits":["illusion","incapacitation","mental","visual"],"type":"Spell","level":3,"legacy content":"    ","source":"Secrets of Magic pg. 121 1.1","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"50 feet","targets":"1 creature","saving throw":"Will","duration":"1 minute","description":"You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it disbelieves the illusion and the spell ends.\n\n **Heightened (8th)** You can target up to 5 creatures.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1394","name":"Pillar of Water","traits":["concentrate","manipulate","water"],"type":"Spell","level":3,"source":"Rage of Elements pg. 174, Pathfinder #152: Legacy of the Lost God pg. 77","traditions":["arcane","primal"],"cast":"","action":"3","range":"120 feet","duration":"1 minute","description":"You create a large, self-contained cylinder of still, clear fresh water. You choose the radius and height of the pillar, to a maximum radius of 15 feet and a maximum height of 60 feet. Creatures inside the pillar can Swim through the water as normal (Athletics DC 10), or if the spell was cast on solid ground, walk along the bottom (which is difficult terrain). Any creature that exits the pillar falls or lands accordingly."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=972","name":"Positive Attunement","traits":["healing","necromancy","positive"],"type":"Spell","level":3,"legacy content":"   ","source":"Secrets of Magic pg. 122 1.1","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 living or undead creature","saving throw":"Will","duration":"sustained up to 1 minute","description":"You attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creature is living, it heals 1d8 Hit Points immediately and at the end of each of your turns. Effects that increase healing only increase the initial healing. \n \n If the creature is undead or has negative healing, it instead takes 1d8 positive damage, depending on the result of its Will save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is damaged once and the spell ends. \n **Failure** The creature is damaged immediately and at the end of each of your turns (so twice in the round you Cast the Spell). \n **Critical Failure** As failure, and the damage is doubled.\n\n **Heightened (+3)** The damage and healing each increase by 1d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=645","name":"Pyrotechnics","traits":["uncommon","fire","transmutation"],"type":"Spell","level":3,"legacy content":"   ","source":"Pathfinder #152: Legacy of the Lost God pg. 77","traditions":["arcane","occult"],"cast":"material, somatic","action":"2","range":"120 feet","targets":"1 fire","saving throw":"Fortitude","duration":"sustained up to 1 minute","description":"You turn a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, chosen when you Cast the Spell. The spell targets one fire source, which is immediately extinguished if it is a non-magical fire the size of a campfire or smaller. If the fire source is a creature, the creature takes 1d6 points of cold damage and is not extinguished.\n\r\n * **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. \n**Critical Success** The creature is unaffected \n**Success** The creature is dazzled until the end of its next turn. \n**Failure** The creature is blinded until the end of its next turn. \n**Critical Failure** The creature is blinded for 1 minute.\r\n * **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. \n**Success** The creature is unaffected. \n**Failure** The creature is sickened 1. \n**Critical Failure** The creature is sickened 1 and cannot recover from the sickened condition while in the area of the smoke cloud.\n\r\n\r\n\r\n","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1161","name":"Rally Point","traits":["uncommon","conjuration","teleportation"],"type":"Spell","level":3,"legacy content":"   ","source":"Dark Archive pg. 106","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"touch","area":"one 5-foot square","duration":"1 minute","description":"You mark the area touched as a rally point. During the spell's duration, you can take a single action, which has the concentrate trait, to teleport to the rally point along with items you are wearing or holding. This teleportation fails if the area is occupied, if the rally point is more than 120 feet away, or if you try to bring along any other creature, even if it's in an extradimensional container. Once you teleport to the rally point, the spell's duration ends.\n\n **Heightened (7th)** You can target up to four other creatures within 30 feet, in addition to yourself. Each of you can teleport to the rally point once during the spell's duration, by taking a single action, which has the concentrate trait. The duration no longer ends once you teleport to the rally point, though you still can't teleport to the rally point again.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=251","name":"Remove Disease","traits":["healing","necromancy"],"type":"Spell","level":3,"legacy content":"  ","source":"Core Rulebook pg. 363 4.0","traditions":["divine","primal"],"cast":"10 minutes (material, somatic, verbal)","range":"touch","targets":"1 creature","description":"Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.","components":["10 minutes (material","somatic","verbal)"],"oldName":"cleanse affliction"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1656","name":"Ring of Truth","traits":["uncommon","concentrate","detection","manipulate","mental"],"type":"Spell","level":3,"source":"Player Core pg. 354","traditions":["divine","occult"],"cast":"","range":"30 feet","area":"20-foot burst","defense":"Will","duration":"10 minutes","description":"You designate an area in which lies are revealed. Creatures in the area also take a –2 status penalty to Deception checks. Each time a creature in the area speaks a true statement, the soft ring of a bell sounds in the area. Creatures are aware of the magic; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. If a creature is in the area when the spell is cast or later enters the area, that creature attempts a Will save. It uses the results of this initial save if it leaves and reenters the area. \n \n **Critical Success** The target is so convincing that the bell rings even if they lie. \n **Success** If the target lies and succeeds at their Deception check against all targets, the bell still rings. \n **Failure** The bell accurately sees through their deception and will never ring if they lie.","oldName":"zone of truth"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=987","name":"Roaring Applause","traits":["emotion","enchantment","mental"],"type":"Spell","level":3,"legacy content":"   ","source":"Secrets of Magic pg. 126 1.1","traditions":["arcane","divine","occult"],"deity":"Marishi","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Will","duration":"sustained","description":"Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. Targets of this spell must be able to see, hear, or otherwise understand you. The targets must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions. \n **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. \n **Critical Failure** As failure, plus the target is so distracted by its vigorous applauding of you that it's fascinated with you.\n\n **Heightened (6th)** You can target up to 10 creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=988","name":"Rouse Skeletons","traits":["necromancy"],"type":"Spell","level":3,"legacy content":" ","source":"Secrets of Magic pg. 126 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"10-foot burst","saving throw":"Reflex","duration":"sustained up to 1 minute","description":"Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal 2d6 slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save). \n \n On subsequent rounds, the first time you Sustain the Spell each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal 2d6 slashing damage (basic Reflex save) to each creature in their new area. \n \n Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated.\n\n **Heightened (+2)** The damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1659","name":"Safe Passage","traits":["concentrate","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 355","traditions":["arcane","divine","occult"],"cast":"","action":"3","range":"touch","area":"10-foot-wide, 10-foot-tall 60-foot-long section of terrain","duration":"sustained up to 1 minute","description":"You make passage through the area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type. \n \n Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area.\n\n **Heightened (5th)** The granted resistance increases to 10, and the area can be 120 feet long. \n **Heightened (8th)** The granted resistance increases to 15, and the area can be 500 feet long."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=265","name":"Sanctified Ground","traits":["abjuration","consecration"],"type":"Spell","level":3,"legacy content":"  ","source":"Core Rulebook pg. 366 4.0","traditions":["divine"],"cast":"1 minute (material, somatic, verbal)","cost":"1 vial of holy water","area":"30-foot burst centered on you","duration":"until the next time you make your daily preparations.","description":"You sanctify the area, sprinkling it with holy water and warding it against your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1340","name":"Sand Form","traits":["concentrate","earth","manipulate"],"type":"Spell","level":3,"source":"Rage of Elements pg. 96","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","duration":"10 minutes","description":"You grant the target's body and gear aspects of sand. The target gains resistance 5 to piercing and slashing damage, has no scent, and can't bleed. In sandy terrain, even when out in the open, the target has enough concealment to attempt to Hide. Each time the target takes damage to which sand form grants resistance, reduce the duration of the spell by 1 minute.\n\n **Heightened (5th)** The resistance is 10. \n **Heightened (7th)** The resistance is 15."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1396","name":"Scrying Ripples","traits":["concentrate","manipulate","scrying","water"],"type":"Spell","level":3,"source":"Rage of Elements pg. 175","traditions":["arcane","divine","occult","primal"],"cast":"1 minute","range":"touch","targets":"1 gallon of water or more","duration":"sustained up to 10 minutes","description":"You touch the water's surface, and as the ripples spread out, so do your senses. When you Cast this Spell, you automatically know the location of any unoccupied, flowing water with a surface area of at least 1 square within 500 feet. You can pick any one of these streams to see and hear out of for the duration of the spell, though your field of vision is perpendicular to the flowing surface. For example, you could look normally out of a waterfall but would look straight up from out of a river. Each time you Sustain the spell, you can change to a different water source or move elsewhere along the same one. \n \n If the water you're scrying through ceases flowing, such as by a faucet turning off, a river damming, or a waterfall freezing over, this spell ends. Additionally, your face appears as a faint reflection in the water's surface as you peek through. A creature that Seeks and succeeds at their Perception check against your spell DC detects your presence in the water.\n\n **Heightened (5th)** You know the location of and can scry through flowing water within 1 mile.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=714","name":"Sculpt Sound","traits":["illusion"],"type":"Spell","level":3,"legacy content":" ","source":"Advanced Player's Guide pg. 224 2.0","traditions":["occult"],"cast":"somatic, material","action":"2","range":"touch","targets":"1 creature or object","duration":"10 minutes","description":"You change the sounds made by a creature or object. Choose how you're altering the sounds when you Cast the Spell; you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a Perception check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the Perception check. You can Dismiss the spell. \n \n Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most auditory effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save. \n \n **Success** The affected sound from the creature isn't altered. \n **Failure** The affected sound from the creature is altered in the way you determine. \n **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.\n\n **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.","components":["somatic","material"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1162","name":"Sea of Thought","traits":["conjuration"],"type":"Spell","level":3,"legacy content":" ","source":"Dark Archive pg. 106","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"15-foot burst","saving throw":"Fortitude","duration":"1 minute","description":"You cover the area in a sloshing torrent of semi-solidified thought, roughly ankle high. The area becomes difficult terrain, similarly to a shallow bog. Each round that a creature starts its turn in the area, it must attempt a Fortitude save against the shifting waves of thought. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also knocked prone.\n\n **Heightened (+1)** The radius of the spell's area increases by 5 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=270","name":"Secret Page","traits":["illusion","visual"],"type":"Spell","level":3,"legacy content":"  ","source":"Core Rulebook pg. 367 4.0","traditions":["arcane","occult"],"deities":"Irez, Lissala, The Enlightened Scholar's Path, Thoth","cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"1 page up to 3 square feet in size","duration":"unlimited","description":"You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you Cast the Spell.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=995","name":"Shadow Projectile","traits":["illusion","shadow","visual"],"type":"Spell","level":3,"legacy content":"   ","source":"Secrets of Magic pg. 129 1.1","traditions":["arcane","occult"],"cast":"somatic","action":"reaction","trigger":"an ally within 20 feet of you makes a ranged attack roll","saving throw":"Will","description":"You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is flat-footed against the triggering attack. \n **Failure** The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile. \n **Critical Failure** As failure, but double damage.\n\n **Heightened (+2)** The damage increases by 1d8.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1163","name":"Shadow Spy","traits":["necromancy"],"type":"Spell","level":3,"legacy content":" ","source":"Dark Archive pg. 107","traditions":["occult","primal"],"cast":"1 minute (material, somatic, verbal)","range":"120 feet","duration":"until the next time you make your daily preparations","description":"You mix blood, soil, and shadow together to form a half-real homunculus in the shape of a crow, sparrow, or other bird. You then command the bird to fly to a location within range and observe all around it. The bird has the statistics of a homunculus, save that it has all of your senses and shares your Perception modifier. Once the spell's duration elapses or upon a trigger you set (which must be fairly simple—“at dusk” or “when the judge leaves”), the bird flies to your location. If you wring its neck and drink its blood, you learn all that it saw since its creation.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=997","name":"Shift Blame","traits":["enchantment","mental"],"type":"Spell","level":3,"legacy content":"  ","source":"Secrets of Magic pg. 129 1.1","traditions":["arcane","occult"],"cast":"verbal","action":"reaction","trigger":"You or another creature attacks a creature or fails at a Deception, Diplomacy, or Intimidation check.","range":"30 feet","targets":"the target of the triggering attack or skill check","saving throw":"Will","description":"You alter the target's memories of the triggering event as they form. You choose another creature (which can be you) with the capacity to make the triggering attack or skill check, and you alter the target's memories to recall the creature you chose as responsible for the triggering attack or skill check. The target must attempt a Will save and is then temporarily immune for 24 hours. \n \n **Critical Success** The target knows you attempted to alter its memories. \n **Success** The target doesn't realize you attempted to alter its memories, though it knows you cast a spell. \n **Failure** You successfully alter the target's memory. It isn't forced to react to the new memories in a particular way, and it's likely to question them if they contradict other information it knows or are implausible for the situation.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=586","name":"Shifting Sand","traits":["earth","transmutation"],"type":"Spell","level":3,"legacy content":"  ","source":"Gods & Magic pg. 110 2.0","traditions":["arcane","primal"],"deities":"Anubis, Yamatsumi","cast":"material, somatic, verbal","action":"3","range":"30 feet","area":"a horizontal earthen or sandy surface within a 20-foot burst","duration":"sustained up to 1 minute","description":"You cause the surface to heave. The area becomes difficult terrain and any tracks in the area are destroyed by the churning ground. Creatures standing in the area take a –1 status penalty to Acrobatics checks to Balance and Tumble Through and Athletics checks to High Jump and Long Jump. The first time each round you Sustain the Spell, you can move the churning area up to 10 feet in any direction. Creatures immobilized by the spell are carried along with the shifting sand in the same direction, if possible; this movement is forced movement. Creatures that enter or begin their turn standing in the shifting sand must attempt a Reflex save. \n \n **Critical Success** The creature is unaffected and ignores the area’s difficult terrain and penalty to skill checks until the end of its turn. \n **Success** The creature ignores the area’s penalty to skill checks until the end of its turn. \n **Failure** The creature is affected normally by the spell this turn. \n **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.\n\n **Heightened (5th)** The status penalty increases to –2 and the spell’s range increases to 60 feet. \n **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. \n **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.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=588","name":"Show the Way","traits":["detection","divination"],"type":"Spell","level":3,"legacy content":"  ","source":"Gods & Magic pg. 110 2.0","traditions":["divine","primal"],"cast":"10 minutes (material, somatic, verbal)","area":"5-foot emanation","targets":"you and allies in the area","duration":"8 hours","description":"You and affected allies gain preternatural knowledge of the path ahead, allowing you to intuit the best way forward and avoid potential obstacles such as difficult or confusing terrain. For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain reduces you to only three-quarters your travel Speed instead of half, and traveling through greater difficult terrain reduces your travel Speed to only half your travel Speed instead of one-third. Show the way does not prevent you from falling into traps or encountering other artificial obstacles and hazards.\n\n **Heightened (6th)** For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain doesn’t reduce your travel Speed at all, and traveling through greater difficult terrain reduces your travel Speed to only three-quarters of its normal value instead of one-third.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=285","name":"Shrink Item","traits":["polymorph","transmutation"],"type":"Spell","level":3,"legacy content":"  ","source":"Core Rulebook pg. 369 4.0","traditions":["arcane"],"cast":"10 minutes (somatic, verbal)","range":"touch","targets":"1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk","duration":"until the next time you make your daily preparations.","description":"You shrink the target to roughly the size of a coin. This reduces it to negligible Bulk. You can Dismiss the spell, and the spell ends if you toss the object onto a solid surface. The object can't be used to attack or cause damage during the process of it returning to normal size. If there isn't room for the object to return to normal size when the spell ends, the spell's duration continues until the object is in a location large enough to accommodate its normal size.","components":["10 minutes (somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1125","name":"Sign of Conviction","traits":["uncommon","conjuration"],"type":"Spell","level":3,"legacy content":"  ","source":"Knights of Lastwall pg. 95","access":"Knights of Lastwall have access to this spell.","traditions":["divine"],"cast":"somatic, verbal","action":"2","duration":"sustained up to 1 minute","description":"You conjure the religious symbol of your deity into the air above you in the same space you stand in, wielding the power of your faith to smite your foes. This religious symbol is immobile, made of pure magical force, and can't be damaged. As long as you Sustain sign of conviction, you gain a +1 status bonus to AC and saving throws and are immobilized. The DC for any effect to force you to move out of your space (such as the Shove action) is equal to your spell DC or the normal DC, whichever is higher. If you stop being immobilized or are moved out of your space, sign of conviction immediately ends. \n \n When you Cast the Spell and each time you Sustain the Spell, the religious symbol emits a blast of energy at a target within 100 feet. Make a spell attack roll that deals 2d10 damage on a success (see below for determining damage type) and double damage on a critical success. You can Sustain the Spell multiple times in the same round to emit an array of blasts. \n \n If you worship a good deity, the spell gains the good and light traits, deals your choice of either fire or good damage, and emits bright light in a 20-foot burst. If you worship an evil deity, the spell gains the evil and darkness traits, deals your choice of cold or evil damage, and reduces the light level in a 20-foot burst to dim light if it would be brighter. If you worship a neutral deity, the spell gains the force trait and deals force damage.\n\n **Heightened (+2)** The damage increases by 1d10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1677","name":"Slow","traits":["concentrate","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 357","traditions":["arcane","occult","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Fortitude","duration":"varies","description":"You dilate the flow of time around the target, slowing its actions. \n \n **Critical Success** The target is unaffected. \n **Success** The target is slowed 1 for 1 round. \n **Failure** The target is slowed 1 for 1 minute. \n **Critical Failure** The target is slowed 2 for 1 minute.\n\n **Heightened (6th)** You can target up to 10 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=999","name":"Soothing Blossoms","traits":["conjuration","plant","wood"],"type":"Spell","level":3,"legacy content":"   ","source":"Secrets of Magic pg. 129 1.1","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","area":"10-foot burst","duration":"10 minutes","description":"Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a poison or disease effect, it gets a critical success instead. The blossoms grant assisted recovery to everyone in the area to end their persistent damage, both when the spell is cast and at the start of each of your turns. \n \n Once the duration ends, the flowers lose their magical effect, but a few of them might survive in the area as long as they can naturally. This spell doesn't give a benefit on a save against an affliction unless the stage lasts 10 minutes or less.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1295","name":"Sparkleskin","traits":["uncommon","transmutation"],"type":"Spell","level":3,"legacy content":"  ","source":"Firebrands pg. 91","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 willing creature","duration":"10 minutes","description":"You coat a creature's body in a layer of brilliantly sparkling glitter. The target gains a +2 status bonus on Deception checks to Make a Diversion and to Feint, and on Performance checks to Perform that have the visual trait. When the target take damage, glitter bursts out of its wound in a 5-foot emanation. Creatures in the area must attempt a Fortitude save. \n \n **Failure** The creature is dazzled for 1 round. \n **Critical Failure** The creature is dazzled for 3 rounds.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1681","name":"Speak with Plants","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":3,"source":"Player Core pg. 358","traditions":["divine","occult","primal"],"cast":"","action":"2","duration":"1 hour","description":"You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants and fungi have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. Cunning plant or fungus monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.\n\n **Heightened (4th)** The duration is 8 hours."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=309","name":"Stinking Cloud","traits":["conjuration","poison"],"type":"Spell","level":3,"legacy content":"  ","source":"Core Rulebook pg. 373 4.0","traditions":["arcane","primal"],"deity":"Gogunta","cast":"somatic, verbal","action":"2","range":"120 feet","area":"20-foot burst","saving throw":"Fortitude","duration":"1 minute","description":"You create a cloud of putrid mist in the area. The cloud functions as obscuring mist except it sickens creatures that end their turns within the cloud. (The concealed condition is not a poison effect.) \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is sickened 1. \n **Failure** The creature is sickened 1 and slowed 1 while in the cloud. \n **Critical Failure** The creature is sickened 2 and slowed 1 until it leaves the cloud.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1003","name":"Sudden Recollection","traits":["uncommon","enchantment","mental"],"type":"Spell","level":3,"legacy content":"   ","source":"Secrets of Magic pg. 130 1.1","traditions":["occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"unlimited","description":"You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving throw to resist the effect. A willing creature can choose to fail its save. \n \n **Critical Success** The target is unaffected and realizes you tried to alter its memory. \n **Success** The target is unaffected but thinks your spell was something harmless instead of sudden recollection, unless it identifies the spell. \n **Failure** You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1323","name":"Tempest Cloak","traits":["air","concentrate","manipulate"],"type":"Spell","level":3,"source":"Rage of Elements pg. 72","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 willing creature","duration":"1 minute","description":"You shroud one creature in a cloak of fierce, howling winds, shielding it from attacks and making it difficult to approach. The twisting shield of wind creates difficult terrain in a 5-foot burst surrounding the target. The target also gains a +2 circumstance bonus to its AC against physical ranged attacks, such as attacks made with bow, javelin, or sling. In addition, the sound of the swirling storms makes it easier for the target to ignore anything it doesn't want to hear, granting the target a +2 circumstance bonus to all defenses against auditory effects."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1191","name":"Temporal Twin","traits":["uncommon","conjuration"],"type":"Spell","level":3,"legacy content":"  ","source":"Dark Archive pg. 183","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"one willing ally","duration":"until the end of your next turn","description":"You pull a fleeting duplicate of your ally from the recent past. The duplicate appears in an unoccupied space of your choice within 30 feet of you and repeats a basic single action the target took since the end of your last turn, such as making a Strike or Interacting to pull a lever. Because the other basic single actions don't produce much of a result on their own, this is typically used for Strike and Interact, though occasionally it could be useful to have a temporal twin Stride through a potentially dangerous area to expose a hazard. The target ally spends a reaction to create the duplicate, makes any decisions, and rolls for the repeated action, such as choosing a target for a Strike and making the attack roll. If the ally doesn't have a reaction to spend, temporal twin fails. Use the duplicate's location for determining flanking, cover, and the like. Using this spell requires remembering what your ally did, and if you don't remember the details, the GM might not allow you to cast temporal twin. \n \n This action can't be used for anything but a basic single action, nor can it use limited resources. The action can have a different target than the original action but must be very similar in form. For example, if the original action were to Interact to pull a lever, the time duplicate could pull a different lever, but couldn't turn a doorknob or pick up an item from a table. \n \n Being pulled through time to create a twin destabilizes the target's timeline. Once an ally has been the target of temporal twin, they're temporarily immune for 1 day.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=723","name":"Threefold Aspect","traits":["polymorph","transmutation"],"type":"Spell","level":3,"legacy content":"  ","source":"Advanced Player's Guide pg. 226 2.0","traditions":["occult","primal"],"deities":"Followers of Fate, Lymnieris, Magdh, Ra","cast":"1 minute (material, somatic, verbal)","duration":"until the next time you make your daily preparations","description":"This spell allows you to change between three versions of yourself of different ages: a maiden (young adult), a mother (adult), or a matriarch (elderly). Choose one when you Cast the Spell. While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the concentrate trait. Your form always looks like you regardless of the age, and creatures who know you still recognize you and can tell your age is different. \n \nThreefold aspect alters your physical appearance and personality to present an authentic version of yourself at various ages. This grants you a +4 status bonus to Deception checks to pass as the chosen age, and you can add your level as a proficiency bonus to these checks even if you're untrained. Furthermore, unless a creature specifically uses a Seek action or otherwise carefully examines you, it doesn't get a chance to notice that you aren't at your true age. You can Dismiss this spell.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1019","name":"Time Jump","traits":["transmutation"],"type":"Spell","level":3,"legacy content":" ","source":"Secrets of Magic pg. 136 1.1","traditions":["arcane","occult"],"cast":"verbal","action":"1","description":"You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. \n \n While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled. Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become stupefied 4 for 1 minute.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1192","name":"Time Pocket","traits":["transmutation"],"type":"Spell","level":3,"legacy content":" ","source":"Dark Archive pg. 183","traditions":["arcane","occult"],"cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"one item of 1 Bulk or less that a willing creature is holding","duration":"until the next time you make your daily preparations","description":"You fling the target item forward in time and link it to the future of the creature holding it. The item disappears. When the spell ends, the item reappears with the creature that was holding it when you Cast the Spell. If the creature has enough hands free to hold the item, it appears in their hands. Otherwise, it falls to the ground in the creature's space. \n \nYou can Dismiss the spell, and it automatically ends if you're reduced to 0 Hit Points or cast time pocket again.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1231","name":"Transcribe Conflict","traits":["rare","divination"],"type":"Spell","level":3,"legacy content":"  ","source":"Kingmaker Companion Guide pg. 46","traditions":["arcane","occult"],"cast":"1 minute (material, somatic, verbal)","range":"touch","duration":"1 hour","description":"You cause a sheet of paper to appear in your hand, and a moment later a detailed description of a combat you experienced within the last hour is recorded on that sheet of paper in a language that you know of your choice. The description is detailed enough that anyone who spends 1 minute reading the page can attempt to Recall Knowledge about the event as if they had been there, but the primary purpose of the transcribed conflict is to give you additional insight into the fight by allowing you to study the conflict and learn from errors or tactical blunders participants in the battle may have committed. \n \n When you cast this spell, choose a type of foe in the fight you transcribed and attempt to Recall Knowledge about that foe using your spell DC–10 instead of your skill modifier in an appropriate skill to do so. For this action, you can't use any special abilities, reactions, or free actions that trigger when you Recall Knowledge. If you are successful, you not only learn information about that foe as determined by the GM, but for the remainder of transcribe conflict's duration, you gain a +1 status bonus to Initiative checks in combats where you face that exact kind of foe. For example, if you made the check against a wrath demon, the bonus would apply only to wrath demons, not to other demons. The GM decides if a foe who is disguised grants you this bonus.\n\n **Heightened (5th)** The bonus to initiative increases to +2 and the duration increases to 8 hours. \n **Heightened (8th)** The bonus to initiative increases to +3 and the duration increases until the next time you do your daily preparations, and the status bonus to Initiative checks applies to any allies who took part in the fight you transcribed as long as they are within 30 feet of you when you cast the spell.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=640","name":"Unseasonable Squall","traits":["uncommon","air","evocation"],"type":"Spell","level":3,"legacy content":"   ","source":"Pathfinder #151: The Show Must Go On pg. 79","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"20-foot burst","duration":"until the start of your next turn","description":"You issue a blast of sudden wind that ripples outward from the center of the burst. The wind extinguishes small non-magical fires, disperses fog and mist, scatters objects of light Bulk or less, and pushes unsecured objects of 1 Bulk or less 5 feet away from the spell’s origin point. Each Medium or smaller creature in the area when you Cast the Spell or that moves into spell’s area must attempt a Fortitude saving throw. \n \n **Success** The creature is unaffected. \n **Failure** The creature is knocked prone. If the creature was Flying, it gets a critical failure instead. \n **Critical Failure** The creature is pushed 30 feet away from the center of the burst, is knocked prone, and takes 2d6 bludgeoning damage.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1736","name":"Vampiric Feast","traits":["concentrate","death","manipulate","void"],"type":"Spell","level":3,"source":"Player Core pg. 365","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"touch","targets":"1 living creature","defense":"basic Fortitude","description":"Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 void damage to the target. You gain temporary Hit Points equal to half the void damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.\n\n **Heightened (+1)** The damage increases by 2d6.","oldName":"vampiric touch"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1739","name":"Veil of Privacy","traits":["uncommon","concentrate","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 366","traditions":["arcane","occult","primal"],"cast":"10 minutes","range":"touch","targets":"1 creature or object","duration":"8 hours","description":"You erect protective wards that make the target difficult to detect via magic. Veil of privacy attempts to counteract all detection, revelation, and scrying effects used against the target or the target's gear throughout the duration, counting cantrips as 1st-rank spells for this purpose. Successfully counteracting a spell that targets an area or multiple targets negates the effects for only veil of privacy's target.","components":["10 minutes"],"oldName":"nondetection"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1085","name":"Wall of Radiance","traits":["uncommon","evocation","light"],"type":"Spell","level":3,"legacy content":"   ","source":"Pathfinder #172: Secrets of the Temple City pg. 78","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"30 feet","duration":"1 minute","description":"You form a wall of brilliant light that obscures creatures. You create a thin wall of light in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Creatures adjacent to the wall are dazzled. Creatures that move through the wall take 2d6 fire damage (basic Fortitude save) as the concentrated light burns them.\n\n **Heightened (4th)** The bright light makes it difficult to discern creatures on the other side. Creatures are concealed to other creatures on the opposite side of the wall from them. The fire damage increases to 3d6.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1086","name":"Wall of Shadow","traits":["uncommon","darkness","evocation"],"type":"Spell","level":3,"legacy content":"   ","source":"Pathfinder #172: Secrets of the Temple City pg. 78","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"30 feet","duration":"1 minute","description":"You form a wall of pure darkness in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically and, if you wish, can be of a shorter length or height. The wall prevents light from passing through and appears as a sheet of pure darkness to creatures observing it. Creatures without darkvision or those unable to see through darkness can't see creatures on the other side of the wall. The wall is too thin for creatures to Hide in the darkness itself, but creatures can Hide from creatures on the other side of the wall as normal.\n\n **Heightened (5th)** Creatures with darkvision (but not greater darkvision) can barely see through the wall. They treat targets seen through the wall as concealed. \n **Heightened (7th)** Creatures with greater darkvision can barely see through the darkness. They treat targets seen through the wall as concealed. All other creatures are unable to see through the darkness at all.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1752","name":"Wall of Thorns","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":3,"source":"Player Core pg. 367","traditions":["arcane","primal"],"deities":"Erastil, Zon-Kuthon","cast":"","action":"3","range":"60 feet","duration":"1 minute","description":"Over the course of a minute, you grow a wall of thorny brambles from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. \n \nEach 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.\n\n **Heightened (+1)** The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1127","name":"Wall of Virtue","traits":["uncommon","evocation","light"],"type":"Spell","level":3,"legacy content":"   ","source":"Knights of Lastwall pg. 95","access":"Knights of Lastwall have access to this spell.","traditions":["arcane","divine"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","duration":"1 minute","description":"You create a translucent wall of light, which draws power from the celestial realms. You create either a 5-foot-thick wall in a straight line up to 60 feet long and 10 feet high or a 5-foot-thick, 10-foot-radius ring with the same height. The wall sheds bright light for 20 feet on each side and dim light for the next 20 feet. \n \n If the light passes through an area of magical darkness or targets a creature affected by magical darkness, wall of virtue attempts to counteract the darkness. \n \n Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 1d8 good damage and 1d8 positive damage.\n\n **Heightened (+2)** The good damage increases by 1d8, and the positive damage increases by 1d8.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1028","name":"Wall of Water","traits":["conjuration","water"],"type":"Spell","level":3,"legacy content":"  ","source":"Secrets of Magic pg. 139 1.1","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","duration":"1 minute","description":"Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. \n \n Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell. \n \n Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to Swim through. The rules of aquatic combat apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a –2 circumstance penalty.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1753","name":"Wall of Wind","traits":["air","concentrate","manipulate"],"type":"Spell","level":3,"source":"Player Core pg. 368","traditions":["arcane","primal"],"lesson":"lesson of snow","cast":"","action":"3","range":"120 feet","duration":"1 minute","description":"You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects. \r\n * 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.\r\n * The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in vapor form, can't pass through the wall.\r\n * A creature that attempts to fly through the wall using a move action must attempt a Fortitude save.\r\n\r\n\r\n \n \n **Critical Success** The creature can move through the wall normally this turn. \n **Success** The flying creature can move through the wall this turn, but the wall is difficult terrain. \n **Failure** The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted. \n **Critical Failure** As failure, and the creature is pushed 10 feet away from the wall."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=368","name":"Wanderer's Guide","traits":["divination"],"type":"Spell","level":3,"legacy content":" ","source":"Core Rulebook pg. 383 4.0","traditions":["divine","occult"],"bloodline":"harrow","cast":"1 minute (material, somatic, verbal)","duration":"until your next daily preparations","description":"You call upon the beyond to guide your route. When you Cast this Spell, choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1029","name":"Warding Aggression","traits":["abjuration"],"type":"Spell","level":3,"legacy content":" ","source":"Secrets of Magic pg. 140 1.1","traditions":["arcane","divine","primal"],"cast":"somatic, verbal","action":"2","duration":"up to 1 minute","description":"You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maintain it. Make a melee Strike with a weapon or unarmed attack against a foe. In addition to the normal effects of the Strike, it has the effects below. Warding aggression ends if the foe you attacked dies or at the end of any turn in which you didn't hit that foe with a melee Strike. \n \n **Critical Success** You gain a +3 status bonus to AC against the foe for 1 round and a +2 status bonus to AC against the foe for the remaining duration. \n **Success** You gain a +2 status bonus to AC against the foe. \n **Failure** You gain a +1 status bonus to AC against the foe. \n **Critical Failure** You gain no additional effect.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1032","name":"Web of Eyes","traits":["divination","scrying"],"type":"Spell","level":3,"legacy content":"  ","source":"Secrets of Magic pg. 140 1.1","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"up to 5 willing creatures","duration":"10 minutes","description":"You place an invisible scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help notice things one target sees but the others might not. Each target can use an action, which has the concentrate trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision. \n \n This improves how well the recipients can perceive anything the sharing creature is looking at. For instance, if a creature is undetected to a recipient but observed by the sharing creature, the creature becomes observed by the recipient as well. Typically, the creature is seen as a glowing outline superimposed on its position. This might allow the recipient to target a creature it couldn't otherwise; however, cover and line of effect still might prevent or impede targeting and attacks. This can only improve the recipient's vision, not reduce it; for example, if an enemy was undetected by the sharing creature and observed by a recipient, the recipient would still clearly observe the enemy. \n \n Once the vision sharing stops, the benefit ends. Whether a creature is hidden or undetected is still based on the last information a target had before the vision sharing ended. For example, that means if a creature is behind a wall but hasn't moved, it's still hidden rather than undetected by a recipient that witnessed its current position.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=593","name":"Whirling Scarves","traits":["abjuration","force"],"type":"Spell","level":3,"legacy content":"  ","source":"Gods & Magic pg. 111 2.0","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You surround yourself in a vortex of whirling colorful scarves of force that obfuscate you and disorient your foes. You gain the benefits of the concealed condition, but only against ranged and melee attacks. When a melee attack fails to hit you because of the flat check for the concealed condition, the scarves snag the weapon or unarmed attack, and the creature takes a –1 circumstance penalty to further attacks with that weapon or unarmed attack until the end of its turn (or the end of its next turn, if it wasn’t the creature’s turn). The timing of the scarves’ movement is harder to predict for ranged attackers, so the flat check for the concealed condition against ranged attacks increases from DC 5 to DC 6. You can Dismiss this spell.\n\n **Heightened (+2)** The circumstance penalty to further attacks with a melee weapon or unarmed attack the scarves snag increases by 1. The DC of the flat check for the concealed condition against ranged attacks increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1416","name":"Wooden Double","traits":["manipulate","wood"],"type":"Spell","level":3,"source":"Rage of Elements pg. 199","traditions":["arcane","occult","primal"],"cast":"","action":"reaction","trigger":"You're critically hit by a damage-dealing effect or Strike","description":"A wooden double appears out of nowhere and takes the blow in your place. Take a Step action. A wooden block of your size and roughly shaped like you appears in the space you left and absorbs the hit. This block has Hardness 5 and 20 Hit Points. If the wooden block is destroyed, you take any excess damage that the block didn't absorb. After taking the blow, the wooden block collapses into a pile of splinters and dust.\n\n **Heightened (+1)** The block's Hit Points increase by 10."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1437","name":"Aerial Form","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":4,"source":"Player Core pg. 314","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 minute","description":"You harness your mastery of the sky to reshape your body into a Medium flying animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. \n You gain specific abilities based on the animal you choose: \r\n * AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 5 temporary Hit Points.\r\n * Low-light vision.\r\n * 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.\r\n * Acrobatics modifier of +16, unless your own is higher.\r\n\r\n\r\n You also gain specific abilities based on the form you choose:\r\n * **Bat** Speed 20 feet, fly 30 feet; precise echolocation 40 feet; **Melee** |1| fangs, **Damage** 2d8 piercing; **Melee** |1| wing (agile), **Damage** 2d6 bludgeoning.\r\n * **Bird** Speed 10 feet, fly 50 feet; **Melee** |1| beak, **Damage** 2d8 piercing; **Melee** |1| talon (agile), **Damage** 1d10 slashing.\r\n * **Pterosaur** Speed 10 feet, fly 40 feet; imprecise scent 30 feet; Melee |1| beak, Damage 3d6 piercing.\r\n * **Wasp** Speed 20 feet, fly 40 feet; **Melee** |1| stinger, **Damage** 1d8 piercing plus 1d6 persistent poison.\r\n\r\n\r\n\n **Heightened (5th)** Your battle form is Large and your fly Speed gains a +10-foot status bonus. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and Acrobatics +20. \n **Heightened (6th)** Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice (including persistent damage), and Acrobatics +23."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=6","name":"Air Walk","traits":["air","transmutation"],"type":"Spell","level":4,"legacy content":"  ","source":"Core Rulebook pg. 317 4.0","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","duration":"5 minutes","description":"The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1303","name":"Airlift","traits":["air","concentrate","manipulate"],"type":"Spell","level":4,"source":"Rage of Elements pg. 70","traditions":["arcane","primal"],"cast":"","action":"2","area":"10-foot emanation","defense":"Reflex","description":"A massive rush of wind lifts, briefly carrying you and everything around you to a nearby destination. You, each creature in the area, and each item of 10 Bulk or lighter are lifted by this powerful gale. You and all affected creatures and objects Fly up to 60 feet and land on a solid surface, arriving in the same relative position to each other. If there wouldn't be enough room at the destination for everything you're bringing, the spell fails, though the GM might allow you to rearrange the group slightly to accommodate the spell. \n Any unwilling participant can attempt a Reflex save to avoid being carried along. The airlift doesn't carry items that are secured in place (such as a hinged door or a person manacled to a wall).\n\n **Heightened (6th)** The distance you Fly increases to 120 feet, and the Bulk limit of an item you can airlift increases to 20."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=9","name":"Anathematic Reprisal","traits":["enchantment","mental"],"type":"Spell","level":4,"legacy content":"  ","source":"Core Rulebook pg. 317 4.0","traditions":["divine"],"cast":"somatic, verbal","action":"reaction","trigger":"A creature performs an act anathema to your deity.","range":"30 feet","targets":"the triggering creature","saving throw":"Will","description":"You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed. \n \n You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. \n \n You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.\n\n **Heightened (+1)** The damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=812","name":"Aromatic Lure","traits":["rare","emotion","enchantment","incapacitation","mental"],"type":"Spell","level":4,"legacy content":"     ","source":"Legends pg. 37","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You override a target's olfactory senses, luring them to a specific location through tantalizing false scents. Select a single square within range that is not hazardous or occupied by a creature. The target is drawn to the selected location, becoming euphoric upon arrival. The target must attempt a Will save.\n \n \n **Critical Success** The target is unaffected. \n **Success** The target is distracted by the tantalizing scents, becoming stupefied 1 for 1 round. \n **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. \n **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.\n\n **Heightened (+2)** You target 1 additional creature, selecting a different square within range as their destination.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=670","name":"Bestial Curse","traits":["curse","polymorph","transmutation"],"type":"Spell","level":4,"legacy content":"   ","source":"Advanced Player's Guide pg. 215 2.0","traditions":["arcane","occult","primal"],"deity":"Haagenti","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 living humanoid","saving throw":"Fortitude","duration":"varies","description":"You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target's body gains minor bestial features. Its insides churn as they partially transform, causing it to be clumsy 1 for 1 round. When it recovers from the clumsy condition, its features revert to normal and the spell ends. \n **Failure** The target transforms into a bestial form for 1 hour. The target becomes clumsy 1 and gains weakness 1 to silver. It gains a claw, hoof, horn, or jaws Strike (your choice) that uses the target's unarmed Strike statistics except that the damage type changes to bludgeoning, piercing, or slashing, as appropriate. Whenever the target attempts to use any manipulate action, it must succeed at a DC 5 flat check or the action is lost. \n **Critical Failure** As failure, but the duration is unlimited.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=873","name":"Bloodspray Curse","traits":["curse","necromancy"],"type":"Spell","level":4,"legacy content":"  ","source":"Secrets of Magic pg. 92 1.1","traditions":["divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Fortitude","duration":"varies","description":"You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **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. \n **Failure** As success, but when it takes the additional damage, it also takes 2d6 persistent bleed damage.\n\n **Heightened (+2)** The additional damage increases by 1d6 and the persistent bleed damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1280","name":"Bursting Bloom","traits":["uncommon","conjuration","plant"],"type":"Spell","level":4,"legacy content":"   ","source":"Firebrands pg. 88","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["occult","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Fortitude","duration":"1 minute","description":"You cause a rose bush to sprout from the chest of a foe, bursting out of its body and wrapping it in thorned vines. The target takes 6d6 piercing damage and 1d6 persistent bleed damage and must attempt a Fortitude save. When the target is no longer taking persistent bleed damage and is no longer encumbered, the rose bush withers away to nothing. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and no persistent damage. \n **Failure** The creature takes full damage and persistent damage and is encumbered for 4 rounds. \n **Critical Failure** The creature takes double damage and persistent damage and is encumbered for 1 minute.\n\n **Heightened (+2)** The initial damage increases by 3d6, and the persistent bleed damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=845","name":"Call the Blood","traits":["uncommon","death","necromancy","negative"],"type":"Spell","level":4,"legacy content":"    ","source":"Pathfinder #165: Eyes of Empty Death pg. 75","traditions":["arcane","occult","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 living creature","saving throw":"basic Fortitude","description":"With a word and gesture, you cause streams of blood to erupt from the target's mouth, nostrils, ears, or other facial openings and come rushing into your mouth. You deal 8d4 negative damage to the target. \n \n If the target takes damage, its blood flows into your mouth. If you're a living creature and don't have negative healing, you're sickened 2. If you're undead (or living but have negative healing), you can choose to either gain temporary Hit Points equal to half of the negative damage the target takes (after applying resistance and the like) and become quickened for 1 round, or forgo the temporary Hit Points and become quickened for 1 minute. You can use this extra action only to Step, Stride, or Strike. You lose any remaining temporary Hit Points after 1 minute.\n\n **Heightened (+1)** The damage increases by 2d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=679","name":"Chroma Leach","traits":["necromancy"],"type":"Spell","level":4,"legacy content":" ","source":"Advanced Player's Guide pg. 217 2.0","traditions":["occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 living creature","saving throw":"Fortitude","description":"Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. The target must attempt a Fortitude save; creatures with the gnome trait take a –2 circumstance penalty to this save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is enfeebled 2 for 1 round. \n **Failure** The target is enfeebled 2 for 1 minute and drained 1. The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the mental and emotion traits. \n **Critical Failure** As failure, but the creature is permanently enfeebled 2 and drained 2 (although magic such as restoration can reduce or remove these conditions).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=881","name":"Chromatic Armor","traits":["abjuration","light"],"type":"Spell","level":4,"legacy content":"  ","source":"Secrets of Magic pg. 95 1.1","traditions":["arcane","occult"],"cast":"or somatic, verbal","action":"2","actionMax":"3","range":"touch","targets":"1 willing creature","duration":"1 minute","description":"You wrap the target in armor made of sheets of colored light. The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Will save at the end of its action. On a failure, it becomes dazzled until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits. \n \n When you cast the spell, roll 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 three times instead. Red fireOrange acidYellow electricityGreen poisonBlue sonicIndigo mentalViolet forceMatching Color The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8.\n\n **Heightened (+3)** The resistance is increased by 5.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=883","name":"Chromatic Ray","traits":["attack","evocation","light"],"type":"Spell","level":4,"legacy content":"   ","source":"Secrets of Magic pg. 95 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","description":"You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color. Red (fire) The ray deals 30 fire damage to the target.Orange (acid) The ray deals 40 acid damage to the target.Yellow (electricity) The ray deals 50 electricity damage to the target.Green (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be enfeebled 1 for 1 minute (enfeebled 2 on a critical failure).\n\n **Heightened (6th)** The damage for red, orange, yellow, and green each increase by 10. Roll 1d8 to determine the ray's color, using the results for 1–4 above and the results for 5–8 below. Blue The ray has the effect of the flesh to stone spell. On a critical hit, the target is clumsy 1 as long as it's slowed by the flesh to stone effect.Indigo (emotion, incapacitation, mental) The ray has the effect of the confusion spell. On a critical hit, it has the effect of warp mind instead.Violet The target is slowed for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a teleportation effect.Intense Color The target is dazzled until the end of your next turn, or blinded if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1350","name":"Cinder Swarm","traits":["concentrate","fire","manipulate"],"type":"Spell","level":4,"source":"Rage of Elements pg. 118","traditions":["arcane","primal"],"cast":"","action":"2","range":"60 feet","targets":"1 creature","defense":"Fortitude or basic Reflex (see text)","duration":"sustained up to 1 minute","description":"You breathe life into a mass of fiery critters. They swarm the target and create an aura around it in a 5-foot emanation. The target and enemies in the aura are subject to an effect depending on the insects you choose. On subsequent rounds, the first time you Sustain this spell each round, you repeat the effect on the target and all your enemies in the insect aura. Pick a type of insect to determine the effects.\r\n * **Fire Ants** You create fiery flying ants that deal 3d6 piercing damage plus 2d6 persistent fire damage with a basic Reflex save. A creature that fails its save must move 5 feet in a direction of your choice as it tries to escape the biting ants; this happens after all the creatures attempt their saves and can't add new creatures to the aura if the main target moves.\r\n * **Fireflies** (incapacitation) You create a flurry of fireflies that deal 3d6 fire damage and can dazzle or blind, depending on the target's Fortitude save. \n**Critical Success** The creature takes no damage. \n**Success** The creature takes half damage and is dazzled for 1 round. \n**Failure** The creature takes full damage and is blinded for 1 round. It's then temporarily immune to being blinded by cinder swarm for 24 hours. \n**Critical Failure** As failure, but double damage and blinded for 1 minute.\r\n\r\n\r\n\n **Heightened (+1)** Increase the ants' piercing damage and fireflies' fire damage by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1466","name":"Clairvoyance","traits":["concentrate","manipulate","scrying"],"type":"Spell","level":4,"source":"Player Core pg. 320","traditions":["arcane","occult"],"cast":"1 minute","range":"500 feet","duration":"10 minutes","description":"You create an invisible floating eye at a location within range (even if it's outside your line of sight or line of effect). The eye can't move, but you can see in all directions from that point as if using your normal visual senses.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1079","name":"Cloak of Light","traits":["uncommon","healing","light","necromancy","positive"],"type":"Spell","level":4,"legacy content":"     ","source":"Pathfinder #172: Secrets of the Temple City pg. 77","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","duration":"sustained for up to 5 rounds","description":"You surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim light to the next 30 feet. Living creatures that begin their turn adjacent to you recover 2d4 Hit Points. Undead creatures that begin their turn adjacent to you take 4d4 positive damage.\n\n **Heightened (+2)** The healing increases by 1d4, and the damage to undead increases by 2d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=642","name":"Clownish Curse","traits":["uncommon","attack","curse","enchantment","mental","misfortune"],"type":"Spell","level":4,"legacy content":"      ","source":"Pathfinder #152: Legacy of the Lost God pg. 77","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You afflict the target with a curse that causes it to emit ridiculous noises as it moves. Furthermore, the target’s hands and feet become awkward and uncoordinated, as though it were wearing oversized gloves and shoes.\n \n \n **Critical Success** The target is unaffected. \n **Success** For 1 round, the target must roll twice and use the worse result whenever attempting an Acrobatics, Stealth, or Thievery check. If the target rolls a failure at an Acrobatics, Stealth, or Thievery check, it gets a critical failure instead. \n **Failure** As success, but the effect is 1 hour. \n **Critical Failure** As success, except the effect is permanent.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1064","name":"Compel True Name","traits":["rare","auditory","enchantment","incapacitation","linguistic","mental","true name"],"type":"Spell","level":4,"legacy content":"       ","source":"Secrets of Magic pg. 247 1.1","traditions":["arcane","divine","occult","primal"],"cast":"verbal","action":"2","range":"30 feet","targets":"1 creature whose true name you know","saving throw":"Will","duration":"varies","description":"You instruct the target to do something, compelling obedience by calling it by its true name. Your instructions can't be self-destructive. Though this spell has the linguistic trait, this applies only to the instructions; the creature doesn't need to know its own true name to be affected. The target must attempt a Will saving throw. \n \n **Critical Success** The target is unaffected, is temporarily immune to further castings of this spell by you for 1 week, and learns your true name. \n **Success** The target is unaffected, is temporarily immune to further castings of this spell by you for 1 day, and learns a fragment of your true name (see the Fragmentary Names sidebar). \n **Failure** The target does as you command. The spell has a duration of 10 minutes, or until the target has completed a finite instruction or the instructions become self-destructive. The creature is temporarily immune to further castings of this spell by you for 1 hour. \n **Critical Failure** As failure, but the spell's duration is 8 hours, and the creature is not temporarily immune.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1471","name":"Confusion","traits":["concentrate","emotion","manipulate","mental"],"type":"Spell","level":4,"source":"Player Core pg. 321","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"1 minute","description":"You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell. \n \n **Critical Success** The target is unaffected. \n **Success** The target babbles incoherently and is stunned 1. \n **Failure** The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion. \n **Critical Failure** The target is confused for 1 minute, with no save to end early.\n\n **Heightened (8th)** You can target up to 10 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=887","name":"Coral Eruption","traits":["conjuration"],"type":"Spell","level":4,"legacy content":" ","source":"Secrets of Magic pg. 96 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"3","range":"120 feet","area":"two 10-foot bursts that don't overlap","saving throw":"basic Reflex","duration":"1 minute","description":"Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. You can create a third nonoverlapping burst if the centers of all three bursts are underwater. Creatures in the area when the spell is cast take 6d6 piercing damage and must attempt a basic Reflex save. A creature that critically fails its saving throw also takes 1d6 persistent bleed damage. The area becomes difficult terrain and hazardous terrain. \n \n A creature that moves through the area takes 3 piercing damage for every square of that area it moves into.\n\n **Heightened (+2)** The initial piercing damage increases by 3d6, and the hazardous terrain damage increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=680","name":"Countless Eyes","traits":["divination"],"type":"Spell","level":4,"legacy content":" ","source":"Advanced Player's Guide pg. 217 2.0","traditions":["arcane","occult","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","duration":"1 minute","description":"Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can Seek in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1477","name":"Creation","traits":["concentrate","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 322","traditions":["arcane","primal"],"deities":"Abadar, Shelyn, Torag","cast":"1 minute","range":"0 feet","duration":"1 hour","description":"You conjure a temporary object from magical energy. It must consist of earthen or plant-derived matter (such as wood, paper, brick, or stone) and be 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never fulfills a cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. It is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item. The spell gains the appropriate trait for the item created, typically earth, plant, or wood.\n\n **Heightened (5th)** The item is metal and can include common minerals, like feldspar or quartz. The spell gains the metal trait if used to create a metal object.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1234","name":"Dawnflower's Light","traits":["rare","divination","good","light"],"type":"Spell","level":4,"legacy content":"    ","source":"Kingmaker Companion Guide pg. 71","traditions":["divine","occult"],"cast":"verbal, somatic","action":"2","range":"touch","targets":"1 unattended, non-magical object of 1 Bulk or less","duration":"sustained up to 1 minute","description":"The object glows with soft golden light that lays bare the truth, reveals hidden objects, and shines supernatural light on false orders. The object casts bright light in a 60-foot radius (and dim light for the next 60 feet). Within the area of bright light, Perception checks to locate hidden objects (including secret doors but not traps), Will saves to resist visual illusions, and Will saves to resist effects placed by evil creatures that inflict the controlled condition all gain a +2 status bonus. This light suppresses magical darkness of your Dawnflower's light spell's level or lower. \n \n Finally, the supernatural light created by this spell is similar to sunlight, and while it can't damage creatures normally harmed by sunlight, it does make them uncomfortable so that they suffer a –2 status penalty to saves versus fear effects while in the area of bright light.\n\n **Heightened (7th)** The status bonus increases to +3. \n **Heightened (9th)** The status bonus increases to +4.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=840","name":"Daydreamer's Curse","traits":["uncommon","attack","curse","enchantment","mental","misfortune"],"type":"Spell","level":4,"legacy content":"      ","source":"Pathfinder #164: Hands of the Devil pg. 73","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You impose a curse upon the target that renders it easily distracted and unable to focus its thoughts on tasks that demand insight or discernment. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting a Medicine, Nature, Perception, or Survival check. If the target critically succeeds at a Perception check or skill check to perform an action with the concentrate trait, the target gets a success instead. \n **Failure** As success, but the effect is permanent. \n **Critical Failure** As failure, except the target treats the outcomes of all checks with the concentrate trait as one degree of success worse than the result it rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1910","name":"Deathless March","traits":["rare","auditory","enchantment"],"type":"Spell","level":4,"source":"Wake the Dead #4 pg. 29","traditions":["arcane","occult","primal"],"cast":"somatic, verbal","action":"2","area":"20-foot emanation","saving throw":"Will","description":"You chant a marching song of Yled to empower the undead and terrify the living. Undead creatures within the area gain the quickened condition for 1 minute, which they can use only to Stride. \n Living creatres in the area must attempt a Will save. This gains the emotion, fear, and mental traits for living creatures. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is frightened 1. \n **Failure** The creature is frightened 2. \n **Critical Failure** The creature is frightened 3 and paralyzed for 1 round.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1113","name":"Detect Creator","traits":["rare","detection","divination"],"type":"Spell","level":4,"legacy content":"   ","source":"Knights of Lastwall pg. 93","traditions":["arcane","divine","occult"],"cast":"10 minutes (material, somatic, verbal)","range":"1 mile","targets":"1 destroyed undead","duration":"sustained","description":"You examine the remains or spiritual residue of a destroyed undead creature to locate that undead's creator, perhaps a necromancer or vampire. If the creator is within range, you can sense the direction to them. If the creator is within 100 feet, you sense their presence within 100 feet, and the spell ends; you can't further home in on their location. If there's lead or running water between you and the undead's creator, this spell can't locate them. This spell fails automatically if the undead doesn't have a specific creator or the specific creator isn't on the same plane.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1487","name":"Detect Scrying","traits":["uncommon","concentrate","detection","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 324","traditions":["arcane","occult"],"cast":"","action":"2","area":"30-foot emanation","duration":"1 hour","description":"By reading trace auras, you detect the presence of scrying effects in the area. If detect scrying is higher rank than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.\n\n **Heightened (6th)** The duration is until your next daily preparations."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1489","name":"Dinosaur Form","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":4,"source":"Player Core pg. 324","traditions":["primal"],"cast":"","action":"2","duration":"1 minute","description":"You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal and dinosaur traits. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of which battle form you choose: \r\n * AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 15 temporary Hit Points.\r\n * Low-light vision and imprecise scent 30 feet.\r\n * 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.\r\n * Athletics modifier of +18, unless your own is higher.\r\n\r\n\r\n You also gain specific abilities based on the form you choose:\r\n * **Ankylosaurus** Speed 25 feet; **Melee** |1| tail (backswing, reach 10 feet), **Damage** 2d6 bludgeoning; **Melee** |1| foot, **Damage** 2d6 bludgeoning.\r\n * **Brontosaurus** Speed 25 feet; **Melee** |1| tail (reach 15 feet), **Damage** 2d6 bludgeoning; **Melee** |1| foot, **Damage** 2d8 bludgeoning.\r\n * **Deinonychus** Speed 40 feet; **Melee** |1| talon (agile), **Damage** 2d4 piercing plus 1 persistent bleed; **Melee** |1| jaws, **Damage** 1d10 piercing.\r\n * **Stegosaurus** Speed 30 feet; **Melee** |1| tail (reach 10 feet), **Damage** 2d8 piercing.\r\n * **Triceratops** Speed 30 feet; **Melee** |1| horn, **Damage** 2d8 piercing, plus 1d6 persistent bleed on a critical hit; **Melee** |1| foot, **Damage** 2d6 bludgeoning.\r\n * **Tyrannosaurus** Speed 30 feet; **Melee** |1| jaws (deadly d12, reach 10 feet), **Damage** 1d12 piercing; **Melee** |1| tail (reach 10 feet), **Damage** 1d10 bludgeoning.\r\n\r\n\r\n\n **Heightened (5th)** Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and Athletics +21. \n **Heightened (7th)** Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1263","name":"Dirge of Remembrance","traits":["uncommon","necromancy","sonic"],"type":"Spell","level":4,"legacy content":"   ","source":"Pathfinder #186: Ghost King's Rage pg. 75","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","area":"30-foot cone","saving throw":"Will","duration":"sustained up to 1 minute","description":"You sing a funereal dirge to force restless spirits to fully manifest in the Material Plane. Each incorporeal creature in the area takes 4d10 sonic damage (this damage bypasses its resistances) depending on the result of its Will save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **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. \n **Critical Failure** As failure, but double damage.\n\n **Heightened (+1)** The damage increases by 1d10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=74","name":"Discern Lies","traits":["uncommon","divination","mental","revelation"],"type":"Spell","level":4,"legacy content":"    ","source":"Core Rulebook pg. 330 4.0","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","duration":"10 minutes","description":"Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1494","name":"Dispelling Globe","traits":["uncommon","concentrate","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 325","traditions":["arcane","divine","occult"],"cast":"","action":"2","area":"10-foot burst centered on one corner of your space","duration":"10 minutes","description":"You create an immobile globe around yourself. It attempts to counteract any spell from outside the globe whose area or targets enter into it, as if the globe were a dispel magic spell 1 rank lower than its actual spell rank. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area are affected normally). You must form the sphere in an unbroken open space, so its edges don't pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast).","oldName":"globe of invulnerability"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1499","name":"Divine Wrath","traits":["concentrate","manipulate","sanctified","spirit"],"type":"Spell","level":4,"source":"Player Core pg. 326","traditions":["divine"],"cast":"","action":"2","range":"120 feet","area":"20-foot burst","defense":"Fortitude","description":"You channel the fury of divinity against your foes. You deal 4d10 spirit damage to enemies in the area, depending on their Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is sickened 1. \n **Critical Failure** The creature takes full damage and is sickened 2; while it's sickened, it's also slowed 1.\n\n **Heightened (+1)** The damage increases by 1d10."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=898","name":"Draw the Lightning","traits":["electricity","evocation","metal"],"type":"Spell","level":4,"legacy content":"   ","source":"Secrets of Magic pg. 101 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 creature that is either taller than you or higher In the air than you","saving throw":"Reflex","duration":"1 minute","description":"Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. You must hold your weapon or an empty hand aloft as part of this spell's somatic component. When you do, a bolt of lightning descends from a storm cloud in the air above your and through the target, dealing 3d12 electricity damage with a basic Reflex save. For the rest of the spell's duration, your first Strike each round with the weapon you held aloft (or with your unarmed attacks if you held an empty hand aloft) deals an additional 1d12 electricity damage. \n \n The spell creates its own storm cloud if necessary, so you can cast draw the lightning anywhere, even underground. If draw the lightning is cast outside under a cloudy or stormy sky, increase the bolt's damage by 2d12.\n\n **Heightened (8th)** The damage dealt to the initial target increases by 4d12, and the additional damage dealt on the first Strike each turn increases by 1d12.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=686","name":"Dull Ambition","traits":["curse","enchantment","mental","misfortune"],"type":"Spell","level":4,"legacy content":"    ","source":"Advanced Player's Guide pg. 218 2.0","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save. \n \n **Critical Success** The target is unaffected. \n **Success** For 1 hour, the target rolls twice and uses the lower result on initiative rolls. \n **Failure** For 1 day, the target rolls twice and uses the lower result on initiative rolls and any check to determine the success of a downtime activity. \n **Critical Failure** As failure, but the duration is unlimited.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=904","name":"Elemental Gift","traits":["transmutation"],"type":"Spell","level":4,"legacy content":" ","source":"Secrets of Magic pg. 103 1.1","traditions":["primal"],"spell list":"elemental","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 willing creature","duration":"1 minute","description":"An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element. **Secrets of Magic** \r\n * **Air** The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus.\r\n * **Earth** While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement.\r\n * **Fire** The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit.\r\n * **Water** The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.\r\n\r\n\r\n **Rage of Elements** \r\n * **Metal** The target's Strikes using a metal weapon or an unarmed attack deal an additional 1d4 electricity damage on a hit and get a +1 status bonus to the attack roll if the target is made of metal or wearing metal armor.\r\n * **Wood** The target gains a number of temporary Hit Points equal to the spell's rank, then gains half that number of temporary HP at the start of each of its turns.\r\n\r\n\r\n\n **Heightened (8th)** You can target up to 5 willing creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1422","name":"Elemental Sense","traits":["concentrate","manipulate","revelation"],"type":"Spell","level":4,"source":"Rage of Elements pg. 222","traditions":["arcane","primal"],"spell list":"elemental","cast":"","action":"2","duration":"10 minutes","description":"The elements grant you sensory enhancements. Choose one of the options below. The spell gains the listed trait or traits.\r\n * **Aquatic Echolocation** (water) You use your hearing as a precise sense when underwater.\r\n * **Heatsense** (fire) You can sense creatures with a temperature of 90º Fahrenheit or higher within 30 feet as an imprecise sense.\r\n * **Magnetoreception** (metal) You can sense creatures carrying metal items with a total of 1 Bulk or greater; this is an imprecise sense with a range of 30 feet. If a creature is made of metal or has the metal trait, you can detect it as though magnetoreception were a precise sense. In addition, you continuously know which direction is north.\r\n * **Mechanoreception** (air) You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.\r\n * **Tremorsense** (earth) You gain tremorsense (imprecise) with a range of 30 feet.\r\n * **Woodsense** (plant, wood) You can sense creatures carrying wood items with a total of 1 Bulk or greater; this is an imprecise sense with a range of 30 feet. If a creature is made of wood or has the plant or wood trait, you can detect it as though woodsense were a precise sense.\r\n\r\n\r\n\n **Heightened (6th)** The duration increases to 8 hours, and you can take 1 minute to recalibrate the sense, switching from your current elemental sense to a different one."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1100","name":"Elephant Form","traits":["uncommon","polymorph","transmutation"],"type":"Spell","level":4,"legacy content":"   ","source":"Pathfinder #177: Burning Tundra pg. 76","traditions":["primal"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You channel the primal forces of nature to transform into a Large battle form, specifically that of a powerful and terrifying elephant or similar creature, such as a mammoth, mastodon, or anancus. This spell has the effects of dinosaur form, except you gain the following specific abilities instead of the form-specific abilities of dinosaur form. \n \n **Speed** 40 feet; **Melee** |1| foot, **Damage** 2d8 bludgeoning; **Melee** |1| trunk (reach 10 feet), **Effect** grabbing trunk; **Melee** |1| tusk (reach 10 feet), **Damage** 2d6 piercing. \n \n **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.\n\n **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. \n **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.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=687","name":"Enervation","traits":["necromancy","negative"],"type":"Spell","level":4,"legacy content":"  ","source":"Advanced Player's Guide pg. 218 2.0","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","area":"30-foot line","saving throw":"Fortitude","description":"Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes 2d8 persistent negative damage. \n **Failure** The creature takes 4d8 persistent negative damage and becomes drained 1. \n **Critical Failure** The creature takes 4d8 persistent negative damage and becomes drained 2 and doomed 1.\n\n **Heightened (+2)** The persistent negative damage increases by 1d8 on a success, or by 2d8 on a failure or critical failure.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1116","name":"Enhance Senses","traits":["uncommon","divination"],"type":"Spell","level":4,"legacy content":"  ","source":"Knights of Lastwall pg. 93","access":"Knights of Lastwall have access to this spell.","traditions":["arcane","divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 willing creature","duration":"1 hour","description":"You enhance the target's senses. The target gains low-light vision, and all of the target's imprecise senses have their distances doubled. If the target already has low-light vision, they gain darkvision.\n\n **Heightened (+2)** The number of targets increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1148","name":"False Nature","traits":["uncommon","illusion"],"type":"Spell","level":4,"legacy content":"  ","source":"Dark Archive pg. 93","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"touch","targets":"one unattended item or one item you're holding","duration":"until your next daily preparations","description":"You create an illusion that makes an object seem to be something entirely different. When you Cast this Spell, speak aloud a declarative statement that the target is a different, nonspecific object. Your statement can't presuppose any other facts. For instance, you could claim an object is “a stone” or “an antidote,” but not “the Starstone” or “the antidote to the lethal poison you already drank.” Creatures who previously observed the target receive an immediate Will save to disbelieve, but on a failure, the illusion temporarily rewrites their memory that the object was something different. A creature who failed their Will save, or didn't already see the item's original form, must Interact with the illusion as normal to receive a Perception check against the spell DC to disbelieve. When the spell ends, targets remember the object's true nature, even if they never disbelieved the spell.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=644","name":"Favorable Review","traits":["uncommon","enchantment","incapacitation","mental"],"type":"Spell","level":4,"legacy content":"    ","source":"Pathfinder #152: Legacy of the Lost God pg. 77","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You enchant a creature to ensure they have only good things to say about your show. Identify a single creature, location, or performance, such as “Dame Ellendia,” “Savories Meats,” or “the Theater of the Mind’s latest magic show.” The target must attempt Will save. You can Dismiss the spell.\n \n \n **Critical Success** The target is unaffected and knows you tried to trick it. \n **Success** The target is unaffected but thinks your spell was something harmless instead of favorable review, unless it identifies the spell (usually using Identify Magic). \n **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. \n **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).\n\n **Heightened (8th)** The range increases to 60 feet and you can target up to 10 creatures.\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=910","name":"Fey Form","traits":["polymorph","transmutation"],"type":"Spell","level":4,"legacy content":"  ","source":"Secrets of Magic pg. 105 1.1","traditions":["occult","primal"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the fey trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of the form that you choose: \r\n * AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 15 temporary Hit Points and weakness 5 to cold iron.\r\n * Low-light vision.\r\n * One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +16, and 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.\r\n * Acrobatics modifiers of +16, unless your own modifier is higher.\r\n\r\n\r\n You also gain specific abilities based on the type of fey:\r\n * **Dryad** The temporary HP gained increases to 30; Speed 25 feet; weakness 5 to fire; **Melee** |1| branch, **Damage** 1d12+8 bludgeoning.\r\n * **Elananx** Speed 30 feet; resistance 5 to fire; **Melee** |1| jaws, **Damage** 1d6+8 piercing plus 1d6 fire; **Melee** |1| claw (agile), **Damage** 1d6 slashing.\r\n * **Naiad** Speed 25 feet, swim 25 feet; resistance 5 to fire; **Melee** |1| aqueous fist (water), **Damage** 1d8+8 bludgeoning.\r\n * **Redcap** Speed 40 feet; Size Small; **Melee** |1| scythe (deadly d10, trip), **Damage** 1d10+8 slashing; **Melee** |1| boot (agile, versatile B), **Damage** 1d6 piercing.\r\n * **Unicorn** gain the beast trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; **Melee** |1| horn, **Damage** 1d10+8 piercing plus 1 good; **Melee** |1| hoof (agile), **Damage** 1d8 bludgeoning; all Strikes have the effects of a ghost touch property rune.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1529","name":"Fire Shield","traits":["concentrate","fire","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 331","traditions":["arcane","primal"],"deity":"Iomedae","cast":"","action":"2","duration":"1 minute","description":"You create a hovering shield made of fire. As long as the shield persists, its heat grants you cold resistance 5 and makes you immune to mild and severe environmental cold. You can Raise a Shield with the fire shield as a normal shield to gain a +1 circumstance bonus to AC. You can use the Shield Block reaction with the fire shield, which has Hardness 10, is immune to fire, and has 40 HP (with no Broken Threshold), and its Hardness is halved against effects that have the water trait. If you Shield Block a melee attack that is either an unarmed attack or made by an adjacent attacker, the attacker takes 2d6 fire damage.\n\n **Heightened (+2)** The cold resistance increases by 5, the HP increase by 10, and the fire damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1532","name":"Flicker","traits":["concentrate","manipulate","teleportation"],"type":"Spell","level":4,"source":"Player Core pg. 332","traditions":["arcane","occult"],"deity":"Nethys","cast":"","action":"2","duration":"1 minute","description":"You flicker quickly between your current plane and another. You gain resistance 5 to all damage, except force. At the end of each of your turns, you automatically teleport 10 feet in a random direction, as determined by the GM. You can Sustain the spell to teleport in this way.\n\n **Heightened (+2)** The resistance increases by 3.","oldName":"blink"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1534","name":"Fly","traits":["concentrate","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 332","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 creature","duration":"5 minutes","description":"The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.\n\n **Heightened (7th)** The duration increases to 1 hour."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=550","name":"Forgotten Lines","traits":["rare","divination"],"type":"Spell","level":4,"legacy content":"  ","source":"Pathfinder #147: Tomorrow Must Burn pg. 73","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 text or remnants thereof","description":"Members of the Lacunafex and other allies use this spell to restore material that Thrune agents have redacted from historical or otherwise valuable texts. You learn one piece of information that was removed from the target text after its creation. You can instead learn one piece of information from a text that had been destroyed, but you must have a fragment of the text, such as a piece of the cover, a page, or even a clasp or metal fittings.\n\n **Heightened (6th)** The spell reconstructs all missing information regarding a specific topic of your choice. \n **Heightened (9th)** The spell also reveals information the writer self-censored and didn’t commit to paper.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=692","name":"Ghostly Tragedy","traits":["uncommon","divination"],"type":"Spell","level":4,"legacy content":"  ","source":"Advanced Player's Guide pg. 220 2.0","traditions":["divine","occult"],"cast":"1 minute (material, somatic, verbal)","area":"60-foot emanation","duration":"10 minutes","description":"This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines. \n \n Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that observed the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1068","name":"Girzanje's March","traits":["uncommon","auditory","enchantment","linguistic","mental"],"type":"Spell","level":4,"legacy content":"     ","source":"Pathfinder #171: Hurricane's Howl pg. 77","traditions":["divine","occult"],"cast":"verbal","action":"2","area":"30-foot burst","duration":"sustained up to 1 minute","description":"You sing a prayer for war, inspiring valor in allies who hear your song. Allied creatures who can hear and understand you gain a +1 status bonus to attack rolls, Fortitude saves, and Will saves against mental effects.\n\n **Heightened (7th)** The status bonus increases to +2. \n **Heightened (10th)** The status bonus increases to +3.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1332","name":"Glass Form","traits":["concentrate","earth","manipulate"],"type":"Spell","level":4,"source":"Rage of Elements pg. 94","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","duration":"10 minutes","description":"You grant the target properties of dull, transparent glass. The target becomes concealed, has no scent, and can't bleed. They gain resistance 5 to acid, cold, electricity, and piercing damage and weakness 5 to sonic and bludgeoning damage. A creature in this form is affected by the shatter spell as though the creature were an unattended object. Each time the target takes damage to which the spell grants resistance or weakness, reduce the duration by 1 minute.\n\n **Heightened (+2)** The resistances and weaknesses increase by 5."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1390","name":"Grasp of the Deep","traits":["concentrate","manipulate","mental","water"],"type":"Spell","level":4,"source":"Rage of Elements pg. 173","traditions":["arcane","primal"],"cast":"","action":"2","range":"60 feet","targets":"1 creature","defense":"Will","duration":"1 minute","description":"You grip one target with the phantasmal pressure of the deep sea, disorienting and crushing its lungs and joints. The target takes 6d6 bludgeoning damage and other effects, depending on its Will saving throw. \n \n **Critical Success** The creature is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes half damage, and feels as though it's being crushed. The target becomes grabbed and takes 6d6 bludgeoning damage; it can attempt to Escape with an Escape DC equal to your spell DC. \n **Critical Failure** As failure, but the target takes double damage.\n\n **Heightened (6th)** You can target up to 5 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1334","name":"Grasping Earth","traits":["concentrate","earth","manipulate"],"type":"Spell","level":4,"source":"Rage of Elements pg. 95","traditions":["arcane","primal"],"cast":"","action":"2","range":"60 feet","area":"10-foot burst on the ground","defense":"Fortitude","duration":"sustained up to 1 minute","description":"Handlike protrusions of rock and soil grab and bury creatures. Each creature in the area when you cast the spell, and each creature that ends its turn in the area during the spell's duration, must attempt a Fortitude save. The first time each round you Sustain this spell, each creature still grabbed by the earth takes 1d6 bludgeoning damage, and each creature restrained by the earth takes 2d6 bludgeoning damage. A creature can attempt to Escape, rolling against your spell DC. \n \n **Success** The creature is unaffected. \n **Failure** The creature is grabbed by the earth. \n **Critical Failure** The creature is restrained by the earth.\n\n **Heightened (+2)** The bludgeoning damage dealt when you Sustain this spell increases by 1d6 for grabbed creatures and 2d6 for restrained creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=151","name":"Holy Cascade","traits":["evocation","good","positive","water"],"type":"Spell","level":4,"legacy content":"    ","source":"Core Rulebook pg. 344 4.0","traditions":["divine"],"cast":"somatic, verbal","action":"2","cost":"one vial of holy water","range":"500 feet","area":"20-foot burst","saving throw":"basic Reflex","description":"You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning damage to creatures in the area from the cascade of water. The water deals an additional 6d6 positive damage to undead and 6d6 good damage to fiends.\n\n **Heightened (+1)** The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1558","name":"Honeyed Words","traits":["concentrate","manipulate","mental"],"type":"Spell","level":4,"source":"Player Core pg. 335","traditions":["occult"],"cast":"","action":"2","duration":"10 minutes","description":"Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus to Deception checks to Lie and against Perception checks to discern if you are telling the truth, and you add your level even if untrained. If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty by half or increase it by half.","oldName":"glibness"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1562","name":"Hydraulic Torrent","traits":["concentrate","manipulate","water"],"type":"Spell","level":4,"source":"Player Core pg. 336","traditions":["primal"],"cast":"","action":"2","area":"60-foot line","defense":"Fortitude","description":"A swirling torrent of water manifests along a straight line, battering creatures and unattended objects in its path and possibly pushing them away from you. The torrent deals 8d6 bludgeoning damage. Each creature in the area must attempt a basic Fortitude save; unattended objects automatically fail. Creatures and objects that fail are also knocked back 5 feet (10 feet on a critical failure).\n\n **Heightened (+1)** The damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=695","name":"Ice Storm","traits":["cold","evocation"],"type":"Spell","level":4,"legacy content":"  ","source":"Advanced Player's Guide pg. 220 2.0","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"20-foot burst","saving throw":"basic Reflex","duration":"sustained up to 1 minute","description":"You create a gray storm cloud that pelts creatures with an icy deluge. When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud (basic Reflex save). Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain. Any creature that ends its turn in the storm takes 2 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one. As normal, if a Large or larger creature is in both clouds, it still only takes the initial damage once and the continuing damage once per turn.\n\n **Heightened (+2)** The initial bludgeoning damage and cold damage increase by 1d8 each, and the cold damage creatures take at the end of their turns increases by 1.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1155","name":"Implement of Destruction","traits":["emotion","enchantment","fear","mental"],"type":"Spell","level":4,"legacy content":"    ","source":"Dark Archive pg. 105","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 enemy, and 1 weapon that is either unattended or wielded by you or a willing ally","saving throw":"Will","duration":"1 minute","description":"You solemnly declare that the target weapon will bring death to a foe, implanting an irrational fear of the weapon into the target enemy. This link echoes at the forefront of the enemy's mind, forming a looming sense of omnipresent dread. The effect is based on the target enemy's Will save. \n \n **Critical Success** The target enemy is unaffected. \n **Success** The target weapon deals an additional 2d6 mental damage the first time it hits the target enemy before the end of the spell's duration. \n **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. \n **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.\n\n **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.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=933","name":"Infectious Melody","traits":["auditory","enchantment","mental"],"type":"Spell","level":4,"legacy content":"   ","source":"Secrets of Magic pg. 112 1.1","traditions":["occult"],"cast":"somatic, verbal","action":"2","area":"15-foot emanation","targets":"enemies in the area","saving throw":"Will","duration":"varies","description":"You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save. \n \n **Critical Success** The creature is unaffected. \n **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. \n \n 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. \n **Failure** As success, but the duration is 3 rounds. \n **Critical Failure** As success, but the duration is 1 hour.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=853","name":"Internal Insurrection","traits":["rare","disease","necromancy"],"type":"Spell","level":4,"legacy content":"   ","source":"Malevolence pg. 67","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Fortitude","description":"You afflict the target with the supernatural disease known as internal insurrection, causing portions of their body to rebel against the whole, leading to painful agonies and, in time, death. The target must attempt a Fortitude save. \n **Critical Success** The target is unaffected. \n **Success** The target becomes clumsy 1 for 1 round as pain\nwracks their body. \n **Failure** The target is afflicted with internal insurrection at stage 1. \n **Critical Failure** The target is afflicted with internal insurrection at stage 2. \n \n **Internal Insurrection** (disease); Level 7. The target can't recover from the clumsy condition from internal insurrection until the disease is cured; **Stage 1** clumsy 1 (1 day); **Stage 2** clumsy 2 (1 day); **Stage 3** clumsy 2 and flat-footed (1 day); **Stage 4** clumsy 3 and flatfooted (1 day); **Stage 5** death, and the target's body splits apart into a mass of fragments that crawls outward in a 10-foot-emanation before perishing, leaving a bare skeleton surrounded by gore.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=936","name":"Invisibility Curtain","traits":["illusion"],"type":"Spell","level":4,"legacy content":" ","source":"Secrets of Magic pg. 112 1.1","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","duration":"sustained","description":"You create a transparent invisible wall that makes any creatures on one side of the wall invisible to those on the other side. You choose which side of the wall provides invisibility to the creatures on that side when you cast the spell. You create either a 1-inch-thick wall in a straight line up to 60 feet long and 10 feet high or a 1-inch-thick, 10-foot-radius ring with the same height. The wall is intangible and stands vertically in either of the two forms. If you wish to do so, you can create the wall with a shorter length or height, or with a smaller radius. Any creature that crosses the wall becomes visible or invisible as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered invisible by the wall takes a hostile action, the spell ends after the hostile action is completed.\n\n **Heightened (7th)** The spell doesn't end if an invisible creature takes a hostile action.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1403","name":"Life-Draining Roots","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":4,"source":"Rage of Elements pg. 196","traditions":["arcane","primal"],"cast":"","action":"2","area":"30-foot line","defense":"basic Reflex","description":"Thorny roots erupt from your hands in a tangled cascade, puncturing creatures in the way of their growth and revitalizing you. You deal 8d6 piercing damage to creatures in the line (basic Reflex save). You gain 1d4 temporary Hit Points for every living creature in the line, as the roots transfer nutrients from those damaged into you. The temporary Hit Points last for 1 minute.\n\n **Heightened (+1)** The damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1587","name":"Liminal Doorway","traits":["uncommon","concentrate","extradimensional","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 341","traditions":["arcane","occult"],"cast":"10 minutes","range":"touch","duration":"8 hours","description":"You draw a chalk doorway on an unbroken surface, which opens into an extradimensional space. Any creature treating the drawing as an actual door can Interact to touch the doorknob and pass through. The warped, chalk-drawn room beyond the door is 20 feet in width, depth, and height. The space is unadorned and empty, with chalk lines indicating the corners of the walls. \n \n If the drawing is scrubbed away, the underlying surface is broken, or a creature attempts to enter the space that would put it over capacity, the space begins to collapse. The space ejects one creature at random each round, depositing it on the nearest open ground, until all creatures are returned outside.","components":["10 minutes"],"oldName":"rope trick"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=942","name":"Magic Mailbox","traits":["uncommon","conjuration","teleportation"],"type":"Spell","level":4,"legacy content":"   ","source":"Secrets of Magic pg. 114 1.1","traditions":["arcane","divine","occult"],"cast":"1 hour (material, somatic, verbal)","range":"touch","targets":"2 containers, each no larger than 5 feet in any dimension","duration":"until your next daily preparations","description":"You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. If a container's contents total more than 3 Bulk, the transport fails. \n \n If either container is opened before the full 10 minutes have elapsed, the contents appear as they did when the containers were closed, and the process starts anew as soon as both containers have been closed. After the contents of the containers successfully swap, they can't swap again until after both containers have been opened at least once. Both containers must be located on the same plane for the process to function; if this ceases to be the case or if something else disrupts the effect during an active transposition, the process halts as if one of the containers had been opened.","components":["1 hour (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1374","name":"Mercurial Stride","traits":["concentrate","manipulate","metal","poison"],"type":"Spell","level":4,"source":"Rage of Elements pg. 144","traditions":["arcane","occult"],"cast":"","action":"2","defense":"Fortitude","description":"Your form ripples as you take on the fluidity and toxicity of quicksilver. You partially shift into a liquid metal form and Stride up to twice your speed. During this movement, you can pass through one creature's space—without needing to attempt a check to Tumble Through—by splitting into droplets of mercury and reforming on the other side, though you can't end your turn in such a space. Passing through a creature's space in this way exposes it to mercury poisoning, with a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target becomes sickened 1. \n **Failure** The target becomes sickened 2 and takes 6d6 poison damage. \n **Critical Failure** The target becomes sickened 2 and takes 12d6 poison damage.\n\n **Heightened (+1)** The damage increases by 1d6 on a failure and 2d6 on a critical failure."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1604","name":"Mirage","traits":["uncommon","concentrate","illusion","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 344","traditions":["arcane","occult","primal"],"cast":"10 minutes","range":"500 feet","area":"50-foot burst","duration":"until your next daily preparations","description":"You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area. \n \n Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.\n\n **Heightened (5th)** Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures).","components":["10 minutes"],"oldName":"hallucinatory terrain"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=951","name":"Mirror's Misfortune","traits":["illusion"],"type":"Spell","level":4,"legacy content":" ","source":"Secrets of Magic pg. 117 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split in two. As you do, you can Step to any adjacent square. In either your initial square, or another square adjacent to your initial square, an exact illusory duplicate of you appears. You decide a simple course of action for the duplicate to follow, such as to walk to a specific point or wave its hands in the air, but more complex routines are beyond its abilities. A creature can distinguish between you and the duplicate only if it spends an action to Seek and succeeds at a Perception check against the spell's DC. \n \n If a creature takes a hostile action against the duplicate, the illusion shatters into mirrorlike shards, inflicting bad luck on the attacker's next few attacks as misfortune's toll for shattering the mirror. The attacker must attempt a Will save with the following effects; this is a curse and misfortune effect. When the duplicate shatters, the spell ends. \n \n **Success** The creature is unaffected. \n **Failure** Within the next hour, the creature must roll its next two attack rolls twice and take the lower result. \n **Critical Failure** Within the next hour, the creature must roll its next four attack rolls twice and take the lower result.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1392","name":"Misty Memory","traits":["uncommon","concentrate","manipulate","water"],"type":"Spell","level":4,"source":"Rage of Elements pg. 173","traditions":["arcane","divine","primal"],"cast":"1 minute","targets":"1 body of water of at least 5 square feet","duration":"sustained up to 10 minutes","description":"Some say water holds memories or impressions of the past, and you can raise those memories to the surface to glimpse recent events. When you Cast the Spell, you fix your mind on an amount of time in the past, up to 24 hours ago. A mist rises from the target body of water, filling a 30-foot burst and coalescing into a misty scene of the events that took place at that time within 60 feet of the water. \n \n Any creature who can see the area can observe the images produced, which are a translucent white color and detailed enough to show a silhouette, outline, or contour of creatures and objects that passed through the area and the motions they took. Fine details, such as facial features or written letters, are too precise for the mist to form, and the scene is silent. \n \n You can Sustain the spell to cause the mist to play events backward or forward, with each minute spent Sustaining corresponding to a minute of playback. \n \n Strong winds from a magical source can disrupt this spell if the effect succeeds at a counteract check against your spell DC.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1186","name":"Morass of Ages","traits":["aura","transmutation"],"type":"Spell","level":4,"legacy content":"  ","source":"Dark Archive pg. 182","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","area":"5-foot emanation","saving throw":"Fortitude","duration":"sustained up to 1 minute","description":"You surround yourself in temporal eddies that draw out time for those around you, making every step feel like an eternity endured. A creature in the emanation, or that later enters the emanation, must attempt a Fortitude save. The creature makes this save only once and uses the same effect for the duration of the spell. Each time you Sustain the Spell, you can choose to increase the emanation's radius by 5 feet, to a maximum of 60 feet. \n \n **Critical Success** The creature is unaffected. \n **Success** Squares in the emanation are difficult terrain for the creature. \n **Failure** Squares in the emanation are difficult terrain for the creature, and the creature is slowed 1 when it starts its turn in the emanation. \n **Critical Failure** As failure, plus the creature also becomes restrained. The creature can attempt to Escape against your spell DC to remove the restrained condition.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1610","name":"Mountain Resilience","traits":["concentrate","earth","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 346","traditions":["arcane","primal"],"deity":"Irori","cast":"","action":"2","range":"touch","targets":"1 creature","duration":"20 minutes","description":"The target's skin hardens like the stone of a mountain face. It gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, mountain resilience's duration decreases by 1 minute.\n\n **Heightened (6th)** The resistance increases to 10. \n **Heightened (8th)** The resistance increases to 15. \n **Heightened (10th)** The resistance increases to 20.","oldName":"stoneskin"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1223","name":"Movanic Glimmer","traits":["uncommon","enchantment","good","mental","transmutation"],"type":"Spell","level":4,"legacy content":"     ","source":"Pathfinder #183: Field of Maidens pg. 78","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 animal","duration":"until you next perform your daily preparations","description":"You give the target animal a glimmer of awareness, not truly awakening it but allowing it to better understand its surroundings. The target gains a +2 status bonus to Perception checks and Will saves, and any Nature checks to Command the target Animal gain a +1 status bonus from its increased understanding. Additionally, if the target animal has the minion trait, it can take one action each turn even if its master doesn't use an action to Command it, which it can use to perform any basic action it knows. This doesn't prevent a target that was summoned from disappearing if its summoner doesn't Sustain the Spell, but does allow the target to perform one action before disappearing.\n\n **Heightened (8th)** You can target up to 5 animals.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=953","name":"Murderous Vine","traits":["attack","conjuration","plant","wood"],"type":"Spell","level":4,"legacy content":"    ","source":"Secrets of Magic pg. 117 1.1","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature adjacent to a flat surface","duration":"1 minute","description":"You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. Make a spell attack roll against the target's Fortitude DC. On a success, the creature is grabbed and takes 3d6 bludgeoning damage and 2d8 piercing damage. At the end of that creature's turn, if it's still grabbed by the vine, it takes 2d6 bludgeoning damage. \n \n The vine's Escape DC is equal to your spell DC. A creature can attack the vine in an attempt to break its grip. The vine's AC is equal to your spell DC, and the vine is destroyed if it takes 20 or more damage. Destroying or escaping from the vines ends the spell. \n \n You can Dismiss the spell.\n\n **Heightened (+2)** The initial bludgeoning damage increases by 1d6, the initial piercing damage increases by 1d8, and the damage a creature takes for ending its turn grabbed by the vine increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=650","name":"Necrotic Radiation","traits":["uncommon","necromancy","negative"],"type":"Spell","level":4,"legacy content":"   ","source":"Pathfinder #154: Siege of the Dinosaurs pg. 75","traditions":["arcane","divine","occult"],"cast":"material, somatic","action":"2","range":"touch","targets":"one object or one 10-foot-square area","duration":"24 hours","description":"You imbue the touched object or space with slow-acting necrotic radiation. If you cast the spell on an object, any creature ending its turn holding or carrying the object takes 2d6 negative damage. If you cast the spell on an area, any creature ending its turn in the area takes 2d6 negative damage. You can attempt to use this spell on an attended object by touching the object. If you do, the creature attempts a Reflex save to reduce the effect. \n \n **Critical Success** The object is unaffected. \n **Success** The creature pulls the object away quickly. The spell only lasts 1 minute. \n **Failure** The creature manages to slightly protect the object. The spell lasts 10 minutes. \n **Critical Failure** The spell lasts the full 24 hours.\n\n **Heightened (+2)** Increase the radiation's negative damage by 1d6","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1615","name":"Nightmare","traits":["concentrate","illusion","manipulate","mental"],"type":"Spell","level":4,"source":"Player Core pg. 346","traditions":["arcane","occult"],"deity":"Lamashtu","cast":"10 minutes","range":"planetary","targets":"1 creature you know by name","defense":"Will","duration":"1 day","description":"You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will save. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=959","name":"Ocular Overload","traits":["contingency","illusion","incapacitation","visual"],"type":"Spell","level":4,"legacy content":"    ","source":"Secrets of Magic pg. 118 1.1","traditions":["arcane","occult","primal"],"cast":"10 minutes (material, somatic, verbal)","duration":"24 hours","description":"Just as a creature is about to attack you, you assault them with jarring illusions, completely surrounding their eyes with blinding flashes of motion and color. When the spell is complete, you gain the Overload Vision reaction; once you use the reaction, the spell ends. \n \n **Overload Vision** |reaction| (concentrate)","trigger":"A creature within 60 feet would make an attack roll against you","effects":"The triggering creature must attempt a Fortitude save.","critical success":"The target is unaffected.","success":"The target is dazzled until the end of the current turn.","failure":"The target is blinded until the end of the current turn.","critical failure":" The target is blinded until the end of the current turn and dazzled for 1 minute.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1620","name":"Outcast's Curse","traits":["concentrate","curse","manipulate","mental","misfortune"],"type":"Spell","level":4,"source":"Player Core pg. 347","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"touch","targets":"1 creature","defense":"Will","description":"You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, unfriendly instead of indifferent). \n **Failure** As success, but the effect is permanent. \n **Critical Failure** As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=964","name":"Painful Vibrations","traits":["evocation","sonic"],"type":"Spell","level":4,"legacy content":"  ","source":"Secrets of Magic pg. 120 1.1","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"100 feet","targets":"1 living creature","saving throw":"Fortitude","description":"You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. The creature takes 8d6 sonic damage and must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes full damage, is sickened 1, and is deafened for 1 round. \n **Critical Failure** The target takes double damage, is sickened 2, and is deafened for 1 minute.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1624","name":"Peaceful Bubble","traits":["uncommon","concentrate","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 348","traditions":["arcane","occult"],"cast":"10 minutes","range":"touch","area":"100-foot burst","duration":"24 hours","description":"An opaque shell of drifting, iridescent runes covers the area, creating a bubble. You can choose to make the burst smaller, in 10-foot increments. The runes don't block travel, but those inside the bubble can't perceive those outside it and vice versa. Detection and scrying effects are likewise blocked. \n \n Creatures sleeping within the bubble are immune to dreams sent by spells. Those sleeping 8 hours reduce their doomed condition by 2 instead of 1.","components":["10 minutes"],"oldName":"private sanctum"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=965","name":"Pernicious Poltergeist","traits":["necromancy"],"type":"Spell","level":4,"legacy content":" ","source":"Secrets of Magic pg. 121 1.1","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"10-foot burst","duration":"sustained up to 1 minute","description":"You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist is a manifestation and is not truly present, it can't be attacked or hurt; it remains invisible unless otherwise stated. When you Cast the Spell, and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects. \r\n * **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).\r\n * **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.\r\n * **Telekinetic Storm** (force) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take 4d8 force damage (basic Reflex save).\r\n\r\n\r\n\n **Heightened (+2)** The damage of the deathly assault effect increases by 1d10, and the damage of the telekinetic storm effect increases by 1d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=967","name":"Petal Storm","traits":["air","conjuration","plant","wood"],"type":"Spell","level":4,"legacy content":"    ","source":"Secrets of Magic pg. 121 1.1","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"15-foot radius burst","duration":"1 minute","description":"You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-sharp edges of the petals. It takes 2d10 slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground.\n\n **Heightened (+2)** The damage increases by 1d10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1230","name":"Phantasmal Protagonist","traits":["rare","illusion","mental"],"type":"Spell","level":4,"legacy content":"   ","source":"Kingmaker Companion Guide pg. 46","traditions":["divine","occult"],"cast":"verbal, somatic","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You create a phantasmal incarnation of a significant character from a novel, historical work, or religious parable. The phantasm is Medium, regardless of the size of the character as it was described in the inspirational work. When you Cast the Spell, decide what theme the protagonist is, choosing from hero, ally, or villain. The protagonist appears in an unoccupied space within range, and the first time each round that you Sustain the Spell, you can direct the protagonist to Stride or take the action granted by its theme. The phantasmal protagonist has a speed of 25 feet and an AC of 22. Its saving throw modifiers, Perception modifier, and skill modifiers are +12. It has 90 HP.\r\n * **Ally** The protagonist takes the form of a recognizable support character. Its thematic action is to grant an adjacent creature 4d4 temporary Hit Points, which last for 1 round.\r\n * **Hero** The protagonist takes the form of a legendary hero. Its thematic action is to attempt a melee Strike, using your spell attack roll to make the attack and inflicting 4d6+6 mental damage on a hit.\r\n * **Villain** The protagonist takes the form of a notorious villain. Its thematic action is to harry and mock an adjacent target. The target must succeed at a Will save or become flat-footed (slowed 1 on a critical failure) until the end of your next turn.\r\n\r\n\r\n\n **Heightened (+1)** The protagonist's AC, saving throw modifiers, skill modifiers, and Perception modifier increases by 3, and its HP increase by 30. A heroic protagonist's damage increases by 1d6. An ally protagonist's temporary Hit Points granted increases by 1d4.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1360","name":"Phoenix Ward","traits":["concentrate","fire","manipulate"],"type":"Spell","level":4,"source":"Rage of Elements pg. 120","traditions":["divine","primal"],"cast":"","action":"2","duration":"1 minute","description":"You raise a fiery shield around yourself, gaining resistance 10 to fire. If you take fire damage that would reduce you to 0 Hit Points, the phoenix ward absorbs any damage beyond the amount that would bring you to 1 Hit Point. The ward then heals you in a brilliant display of flames in the shape of a phoenix's wings and envelop you in light. You regain Hit Points equal to 4d8 + the absorbed damage; this is a healing vitality effect. The phoenix ward then ends, and you can't cast it again for 24 hours.\n\n **Heightened (+1)** The healing increases by 1d8."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1636","name":"Planar Tether","traits":["concentrate","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 350","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"You stitch the target to its current plane. While the target is affected by planar tether, the spell attempts to counteract any teleportation effect that would move the target, or any effect that would transport it to a different plane. Planar tether's duration is determined by the target's Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The duration is 1 minute. \n **Failure** The duration is 10 minutes. \n **Critical Failure** The duration is 1 hour.","oldName":"dimensional anchor"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1224","name":"Procyal Philosophy","traits":["uncommon","auditory","enchantment","good"],"type":"Spell","level":4,"legacy content":"    ","source":"Pathfinder #183: Field of Maidens pg. 78","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 creature","duration":"1 minute","description":"The racoon-like visage of a sagacious procyal appears, dispensing helpful advice. The image appears floating next to the target. The image is just a floating magical manifestation and doesn't occupy any space. The procyal offers helpful suggestions, preparing to Aid the target as though the procyal had its own reaction. The procyal uses a bonus equal to your spell DC – 10 for its rolls to Aid. \n \n On each of your turns, the procyal prepares to Aid its target again. You can use a free action, which has the concentrate trait, to redirect the procyal image to a different creature, changing the target of the spell. Otherwise, the procyal keeps aiding the same creature for the duration of the spell.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1123","name":"Radiant Beam","traits":["uncommon","evocation","good","light"],"type":"Spell","level":4,"legacy content":"    ","source":"Knights of Lastwall pg. 94","access":"Knights of Lastwall have access to this spell.","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","area":"120-foot line","saving throw":"basic Reflex","description":"You fire a beam of blinding light from your outstretched hands. The beam deals 5d10 good damage. On a failed saving throw, a creature becomes dazzled for 1 round, or dazzled for 4 rounds on a critical failure. \n \n If the light passes through an area of magical darkness or targets a creature affected by magical darkness, radiant beam attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the target.\n\n **Heightened (+1)** The damage increases by 1d10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1225","name":"Radiant Heart of Devotion","traits":["uncommon","conjuration","light"],"type":"Spell","level":4,"legacy content":"   ","source":"Pathfinder #183: Field of Maidens pg. 79","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","area":"20-foot emanation","saving throw":"Will","duration":"sustained up to 1 minute","description":"You speak a fervent prayer for the heavens to assist you and your righteous allies. Your heart begins to glow with a radiance that fills the area with bright light. The spell has the following effects on creatures in the area, based on the creature's alignment on the good-evil axis. \r\n * **Good Creatures** Good creatures in the emanation gain a +1 status bonus to attack rolls and their Strikes deal an additional 1d6 good damage.\r\n * **Neutral Creatures** Neutral creatures that begin their turn in the emanation must succeed at a Will save or be dazzled for 1 round.\r\n * **Evil Creatures** Evil creatures that begin their turn in the emanation must succeed at a Will save or be blinded for 1 round.\r\n\r\n\r\n\n **Heightened (+2)** The additional good damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=980","name":"Ravenous Portal","traits":["abjuration"],"type":"Spell","level":4,"legacy content":" ","source":"Secrets of Magic pg. 124 1.1","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"30 feet","targets":"1 door no more than 10 feet tall and 5 feet wide","duration":"1 hour","description":"You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. When that happens, the door transforms into a mimic that can't move and is hostile to all creatures. When Casting the Spell, you designate yourself and up to 10 other creatures of your choice; these creatures don't trigger the ward, and the mimic is helpful to them instead of hostile. No effect can move the mimic unless it's also capable of moving the entire door. Once the door transforms into a mimic, it attacks creatures in its reach for up to 1 minute, and then the spell ends. If the mimic is killed before that time, the spell ends and the door returns to its normal form. \n \n While turned into a mimic, the door can't be opened, unlocked, or bypassed—not even by the designated creatures. It's a creature, not a door, during that time. When the spell ends, the door returns to the state it was in before the ward was triggered.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1647","name":"Read Omens","traits":["uncommon","concentrate","manipulate","prediction"],"type":"Spell","level":4,"source":"Player Core pg. 352","traditions":["divine","occult"],"cast":"10 minutes","description":"You peek into the future. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=813","name":"Rebounding Barrier","traits":["rare","abjuration"],"type":"Spell","level":4,"legacy content":"  ","source":"Legends pg. 37","traditions":["arcane","occult"],"cast":"verbal","action":"reaction","trigger":"You are hit by a physical Strike.","description":"You swiftly raise a reflective barrier, reducing physical damage and rebounding it onto your attacker. You gain resistance 10 against one physical damage type the triggering attack deals. Your attacker takes 5 damage of the same type.\n\n **Heightened (+1)** The resistance increases by 2. Damage dealt to your attacker increases by 1.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=583","name":"Reflective Scales","traits":["abjuration"],"type":"Spell","level":4,"legacy content":" ","source":"Gods & Magic pg. 109 2.0","traditions":["arcane","primal"],"bloodline":"wyrmblessed","deities":"Abraxas, Nalinivati, Shizuru","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You grow a set of colored glowing scales or scaled armor that stores energy before releasing it in a final burst. When you cast this spell, choose acid, cold, fire, electricity, or poison damage. You gain resistance 5 against that type of damage. The scales’ color depends on the damage type you chose and is usually the color of a type of dragon or other creature associated with that damage type, such as red or gold for fire damage. \n \nThe scales store up energy as they protect you. Keep track of how much damage the scales have prevented. As a 2-action activity that has the concentrate and manipulate traits, you can explode your scales outward in a 20-foot radius around you, dealing 1d6 damage of the chosen type to all creatures in the area for every 10 damage the scales have prevented, to a maximum of 10d6 damage (after preventing 100 damage). Once you do so, the spell ends.\n\n **Heightened (+2)** The resistance increases by 5 and the maximum damage from the scale explosion increases by 5d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=250","name":"Remove Curse","traits":["healing","necromancy"],"type":"Spell","level":4,"legacy content":"  ","source":"Core Rulebook pg. 363 4.0","traditions":["divine","occult"],"bloodline":"phoenix","cast":"10 minutes (material, somatic, verbal)","range":"touch","targets":"1 creature","description":"Your touch grants a reprieve to a cursed creature. You attempt to counteract one curse afflicting the target. If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn't remove the curse from the item.","components":["10 minutes (material","somatic","verbal)"],"oldName":"cleanse affliction"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=983","name":"Replicate","traits":["illusion","shadow"],"type":"Spell","level":4,"legacy content":"  ","source":"Secrets of Magic pg. 125 1.1","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"60 feet","targets":"1 willing or unconscious creature of 8th level or lower","duration":"sustained","description":"You create an illusory magical double that physically looks and behaves very similarly to the target. This double is limited to moving, Interacting, speaking short sentences, and other similar basic tasks. It is unable to cast spells, attack, or use any complex skills. \n \n The illusory duplicate is your minion. You can issue new commands to the double as part of Sustaining the Spell. You can command the duplicate telepathically as long as the spell lasts, provided it's within 1 mile of you. You can switch between using your own senses and the duplicate's senses with a single action, which has the concentrate trait. The illusory duplicate has the same statistics as the original creature, except it doesn't have any of the original's item bonuses, and it has one quarter of the original's Hit Points. If the double's Hit Points are reduced to 0, the spell ends.\n\n **Heightened (+1)** The maximum level of the target increases by 2.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=255","name":"Resilient Sphere","traits":["abjuration","force"],"type":"Spell","level":4,"legacy content":"  ","source":"Core Rulebook pg. 364 4.0","traditions":["arcane","occult"],"deities":"Grundinnar, Korada, Lymnieris, Ma'at, Qi Zhong, The Last Breath, Urban Prosperity, Wards of the Pharaoh","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 Large or smaller creature","duration":"1 minute","description":"You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save. \n \n **Critical Success** The target disrupts the sphere's integrity, causing it to collapse entirely. \n **Success** The sphere functions normally but has only 10 Hit Points instead of 40. \n **Failure** The sphere has its normal effect.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1655","name":"Rewrite Memory","traits":["uncommon","concentrate","manipulate","mental"],"type":"Spell","level":4,"source":"Player Core pg. 353","traditions":["occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"unlimited","description":"You alter the target's memories by erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell. \n \n **Critical Success** The target is unaffected and realizes you tried to alter its memory. \n **Success** The target is unaffected but thinks your spell was something harmless instead of rewrite memory, unless it identifies the spell. \n **Failure** During the first 5 minutes of the spell's duration, you can Sustain the spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory. \n \n Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories.\n\n **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.","oldName":"modify memory"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1408","name":"Rigid Form","traits":["concentrate","manipulate","wood"],"type":"Spell","level":4,"source":"Rage of Elements pg. 197","traditions":["arcane","primal"],"cast":"","action":"1","duration":"1 minute","description":"You utilize wood's rigidity to prevent harmful shapechanging effects. For the duration of this spell, whenever you're targeted by a harmful polymorph effect, you can use your reaction to attempt to counteract the effect.\n\n **Heightened (6th)** The duration increases to 10 minutes."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1377","name":"Rust Cloud","traits":["concentrate","manipulate","metal"],"type":"Spell","level":4,"source":"Rage of Elements pg. 145","traditions":["arcane","primal"],"deity":"Ferrumnestra","cast":"","action":"3","range":"120 feet","area":"20-foot burst","defense":"basic Fortitude","duration":"1 minute","description":"Red-blown flecks of rust jitter in the air, forming a cloud of agitated particles. All creatures within the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it. The cloud deals 5d10 slashing damage to any creature that starts its turn in the area, with a basic Fortitude save. \n \n Metal that rusts off of a creature adds to the cloud. When a metal creature takes damage from the cloud, the cloud's area increases by 5 feet (to a maximum of a 40-foot burst), and the creature starts to rust, taking 1d4 persistent slashing damage. You can Dismiss the cloud.\n\n **Heightened (+2)** The cloud's slashing damage increases by 1d10 and the persistent damage increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=711","name":"Rusting Grasp","traits":["transmutation"],"type":"Spell","level":4,"legacy content":" ","source":"Advanced Player's Guide pg. 223 2.0","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk","description":"You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as adamantine and orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell. All damage from this spell ignores Hardness. If the spell causes persistent damage from rust, a creature can attempt to scrape off the rust to assist the target in recovering from the persistent damage (reducing the DC of the flat check to end persistent damage to 10 and granting an immediate flat check). The effect of the spell depends on its target.\r\n * **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 damage on a failed save. Touching a hazard to affect it with this spell might trigger the hazard, as determined by the GM.\r\n * **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 damage. 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. \n \n 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. Other materials' statistics can be found in the Material Statistics section and in the entries precious materials\r\n\r\n\r\n\n **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.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1107","name":"Sage's Curse","traits":["uncommon","attack","curse","enchantment","mental","misfortune"],"type":"Spell","level":4,"legacy content":"      ","source":"Abomination Vaults Hardcover pg. 73, Pathfinder #164: Hands of the Devil pg. 73","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You afflict the target with a curse that fills its mind with distracting and hyperspecialized minutiae, causing it to second-guess even simple facts. The target must attempt a Will saving throw. \n \n **Critical Success** The target is unaffected. \n **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting an Arcana, Lore, Occultism, or Society check. If the target succeeds at a check to Recall Knowledge, it gains one piece of true knowledge and one piece of erroneous knowledge, but it has no way of knowing which is which (this has no effect if the target critically succeeds at a check to Recall Knowledge). \n **Failure** As success, but the effect is permanent. \n **Critical Failure** As failure, and the target treats the outcomes of all checks to Recall Knowledge as one degree of success worse than the result the target rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=989","name":"Sanguine Mist","traits":["death","necromancy","negative"],"type":"Spell","level":4,"legacy content":"   ","source":"Secrets of Magic pg. 127 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"10-foot burst","saving throw":"basic Fortitude","duration":"sustained up to 1 minute","description":"You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you Cast the Spell, aside from you, takes 6d6 negative damage with a basic Fortitude save. Creatures in the area are concealed, and all creatures outside the cloud become concealed to creatures within it. \n \n The first time each round you Sustain this Spell on subsequent turns, living creatures in the area take an additional 2d6 negative damage with another basic Fortitude save. You also gain temporary Hit Points equal to half the damage a single creature took when you Sustained the spell this turn; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.\n\n **Heightened (+1)** The initial damage increases by 2d6 and the secondary damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=715","name":"Seal Fate","traits":["curse","death","necromancy"],"type":"Spell","level":4,"legacy content":"   ","source":"Advanced Player's Guide pg. 224 2.0","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 living creature","saving throw":"Fortitude","description":"You utter a curse that a creature will meet a certain end—a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludgeoning, cold, electricity, fire, negative, piercing, slashing, or sonic. The effect is based on the target's Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target gains weakness 2 to the chosen damage type until the end of your next turn. \n **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. \n **Critical Failure** As failure, but the duration is unlimited.\n\n **Heightened (+2)** The weakness increases by 1, and the maximum level of creature that can be automatically killed increases by 4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1667","name":"Shape Stone","traits":["concentrate","earth","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 356","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","targets":"cube of stone 10 feet across or smaller","description":"You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or Acrobatics check. \n \n **Success** The creature is unaffected. \n **Failure** The creature falls prone atop the stone. \n **Critical Failure** The creature falls off the stone (if applicable) and lands prone."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1341","name":"Sliding Blocks","traits":["concentrate","earth","manipulate"],"type":"Spell","level":4,"source":"Rage of Elements pg. 96","traditions":["arcane","primal"],"cast":"","action":"3","range":"120 feet","duration":"sustained up to 1 minute","description":"You conjure up to six 5-foot stone cubes you can gently move with a gesture. Each cube appears in any space within range, and they're capable of levitating. If you conjure a cube in an occupied space or in a space that can't accommodate it, it fails to appear. Each 5-foot cube can be Climbed with a successful DC 10 Athletics check and has AC 10, Hardness 10, and 40 Hit Points. If any of the cubes is ever farther away from you than the range of this spell, it immediately crumbles into dust. \n \n Each time you Sustain this spell, you can move up to two of the conjured cubes up to 10 feet each in any direction, including vertically. You can choose different cubes to move each time you Sustain.\n\n **Heightened (+2)** The cubes have 10 additional Hit Points, and you can move the chosen cubes an additional 5 feet each time you Sustain this Spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1164","name":"Soft Landing","traits":["abjuration"],"type":"Spell","level":4,"legacy content":" ","source":"Dark Archive pg. 107","traditions":["arcane","occult","primal"],"cast":"somatic, verbal","action":"2","range":"1 mile","area":"20-foot tall, 60-foot radius cylinder with the ground at the bottom","duration":"1 minute","description":"You create a magical field that buoys any creature or object falling into the area, providing a harmless landing from any height. As you generally fall 1,500 feet per round, you can cast this spell while you are falling to ensure a safe landing, provided you can see your landing point and it's within range.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=290","name":"Solid Fog","traits":["conjuration","water"],"type":"Spell","level":4,"legacy content":"  ","source":"Core Rulebook pg. 370 4.0","traditions":["arcane","primal"],"deity":"Hanspur","cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"20-foot burst","duration":"1 minute","description":"You conjure a bank of fog so thick it impedes movement as well as sight. This functions as obscuring mist, except that the area is also difficult terrain. You can Dismiss the spell.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1000","name":"Soothing Spring","traits":["healing","necromancy","positive","water"],"type":"Spell","level":4,"legacy content":"    ","source":"Secrets of Magic pg. 129 1.1","traditions":["divine","primal"],"cast":"1 minute (material, somatic, verbal)","range":"30 feet","duration":"1 hour","description":"Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You are able to draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains 10d8 Hit Points and feels refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. \n \n The pool is 20 feet on each side, and it's 5 feet deep. It can contain 16 Medium or smaller creatures at a time. A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the structure trait and the same restrictions as magic items that create structures.\n\n **Heightened (+1)** The healing increases by 2d8.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=296","name":"Spell Immunity","traits":["abjuration"],"type":"Spell","level":4,"legacy content":" ","source":"Core Rulebook pg. 371 4.0","traditions":["arcane","divine","occult"],"bloodline":"draconic","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","duration":"until the next time you make your daily preparations.","description":"You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=717","name":"Spike Stones","traits":["conjuration","earth"],"type":"Spell","level":4,"legacy content":"  ","source":"Advanced Player's Guide pg. 225 2.0","traditions":["primal"],"cast":"material, somatic, verbal","action":"3","range":"60 feet","area":"20-foot burst","duration":"1 hour","description":"Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into.\n\n **Heightened (+1)** Increase the damage by 1.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=554","name":"Spiritual Anamnesis","traits":["uncommon","mental","necromancy"],"type":"Spell","level":4,"legacy content":"   ","source":"Pathfinder #147: Tomorrow Must Burn pg. 74","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"Memories of a past life that seem incredibly real (and may even be) overwhelm the target’s mind. This is especially disorienting for undead and creatures that have lived a previous life (such as celestials, fiends, monitors, and many other extraplanar creatures); if such creatures roll a critical success on their save, they get a success instead, and if they roll a failure, they get a critical failure instead. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is slowed 1 for 1 round. \n **Failure** The target is slowed 1 for 1 minute and babbles about the visions, possibly providing information about what they saw. \n **Critical Failure** As failure, but the target is also stunned 3.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1001","name":"Spiritual Attunement","traits":["uncommon","abjuration"],"type":"Spell","level":4,"legacy content":"  ","source":"Secrets of Magic pg. 130 1.1","traditions":["divine","occult"],"cast":"material, somatic","action":"2","duration":"1 minute","description":"You attune yourself to a spiritual plane of the Outer Sphere (see sidebar), connecting your spirit without fully transporting to it. Your Strikes and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your Strikes would gain the good and lawful traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead.\n\n **Heightened (+2)** The resistance increases by 5. **The Outer Sphere** 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).","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1268","name":"Steal Voice","traits":["uncommon","curse","incapacitation","necromancy"],"type":"Spell","level":4,"legacy content":"    ","source":"Pathfinder #186: Ghost King's Rage pg. 77","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Fortitude","description":"You steal a creature's voice, rendering them mute. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. A creature that has no voice or can't speak is immune to this spell. \n \n **Critical Success** The target is unaffected. \n **Success** The target becomes voiceless until the end of its next turn. A voiceless creature can't speak, create vocal sounds, or take auditory actions (including supplying verbal or command components). As long as the target is voiceless, whenever you speak, you can choose to have your voice sound like either your voice or the target's voice. \n **Failure** As success, but the duration is 1 minute. \n **Critical Failure** As success, but the duration is permanent.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1322","name":"Stifling Stillness","traits":["air","concentrate","manipulate","poison"],"type":"Spell","level":4,"source":"Rage of Elements pg. 71","traditions":["arcane","primal"],"cast":"","action":"2","range":"120 feet","area":"20-foot burst","defense":"basic Fortitude","duration":"1 minute","description":"You make all air in the target area unnaturally still and unyielding, creating a shimmering haze. The stagnant, heavy air becomes an area of difficult terrain. Creatures in the area that breathe air and aren't holding their breath must spend a single action on their turn straining to breathe the stagnant air; once they do, they still mostly breathe their own exhaled air, taking 3d6 poison damage (basic Fortitude save) and becoming fatigued.\n\n **Heightened (+2)** The damage increases by 3d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1430","name":"Stonesense","traits":["rare","divination"],"type":"Spell","level":4,"source":"Pathfinder #194: Cult of the Cave Worm pg. 79","traditions":["arcane","divine","primal"],"cast":"somatic, verbal","action":"3","duration":"sustained up to 1 minute","description":"You gain tremorsense as an imprecise sense to a range of 100 feet, but you can only sense vibrations through natural stone (not masonry, adobe, or any other manufactured edifice).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1693","name":"Suggestion","traits":["concentrate","incapacitation","linguistic","manipulate","mental","subtle"],"type":"Spell","level":4,"source":"Player Core pg. 360","traditions":["arcane","occult"],"deity":"Asmodeus","cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected and knows you tried to control it using a spell. \n **Success** The target is unaffected. \n **Failure** The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects. \n **Critical Failure** As failure, but the base duration is 1 hour.\n\n **Heightened (8th)** You can target up to 10 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=829","name":"Swarming Wasp Stings","traits":["uncommon","necromancy","poison"],"type":"Spell","level":4,"legacy content":"   ","source":"Pathfinder #160: Assault on Hunting Lodge Seven pg. 81","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","area":"10-foot burst","saving throw":"Fortitude","description":"You manifest a swarm of disembodied wasp stingers that stab creatures in the area, possibly poisoning them. Creatures in the affected area take 1d6 piercing damage. Each creature that takes piercing damage must attempt a Fortitude save. \n **Critical Success** The target is unaffected. \n **Success** The target takes 2d6 poison damage. \n **Failure** The target is afflicted with swarming wasp venom at stage 1. \n **Critical Failure** The target is afflicted with swarming wasp venom at stage 2. \n \n **Swarming Wasp Venom** (poison) **Level** 7; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and clumsy 1 (1 round); **Stage 2** 3d6 poison damage and clumsy 2 (1 round)\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1712","name":"Talking Corpse","traits":["uncommon","concentrate","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 362","traditions":["divine","occult"],"cast":"10 minutes","range":"touch","targets":"1 corpse","defense":"Will","duration":"10 minutes","description":"You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather than summoning back the deceased's spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects. \n \n **Critical Success** The target can lie or refuse to answer, and the target's spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time. \n **Success** The target can provide false information or refuse to answer your questions. \n **Failure** The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions. \n **Critical Failure** As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a –2 status penalty to Deception checks to deceive or mislead you.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1719","name":"Telepathy","traits":["concentrate","linguistic","manipulate","mental"],"type":"Spell","level":4,"source":"Player Core pg. 363","traditions":["arcane","occult"],"cast":"","action":"2","duration":"10 minutes","description":"You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate with only creatures that share a language with you.\n\n **Heightened (6th)** You can communicate telepathically with creatures using shared mental imagery even if you don't share a language; telepathy loses the linguistic trait."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1021","name":"Tortoise and the Hare","traits":["transmutation"],"type":"Spell","level":4,"legacy content":" ","source":"Secrets of Magic pg. 137 1.1","traditions":["occult","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 foe, and either yourself or 1 ally","saving throw":"Fortitude","description":"You prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and granting it to the other target. The effects depend on the foe's Fortitude save. \n \n **Critical Success** The targets are unaffected. \n **Success** The foe is slowed 1 for 1 round, and the other target is unaffected. \n **Failure** The foe is slowed 1 for 3 rounds and the other target is quickened for 1 round. It can use the extra action to Step, Stride, or Strike. \n **Critical Failure** The foe is slowed 1 for 3 minutes and the other target is quickened for 1 minute. It can use the extra action to Step, Stride, or Strike.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1724","name":"Translocate","traits":["concentrate","manipulate","teleportation"],"type":"Spell","level":4,"source":"Player Core pg. 363","traditions":["arcane","occult"],"deity":"Desna","cast":"","action":"2","range":"120 feet","description":"You instantly transport yourself and any items you're wearing and holding from your current space to an unoccupied space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost.\n\n **Heightened (5th)** The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are then temporarily immune for 1 hour.","oldName":"dimension door"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1023","name":"Umbral Graft","traits":["illusion","shadow"],"type":"Spell","level":4,"legacy content":"  ","source":"Secrets of Magic pg. 137 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"3 rounds","description":"You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the Steal action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to Steal as part of Casting umbral graft. If you succeed at your check to Steal a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to Steal was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the manipulate trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the shadow trait. \n \n You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell. \n \n As normal, you can Steal only from a target within your reach. Once you've stolen a spell, you can't attempt to Steal more spells, nor can you choose not to take a spell if you succeed at your Thievery check. When you cast umbral graft, any spells you stole with a previous umbral graft end even if their duration hasn't elapsed. If you're affected by both umbral graft and umbral extraction, you make the choice whether to steal a spell slot, an active spell, or an item each time you Steal.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1732","name":"Unfettered Movement","traits":["concentrate","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 365","traditions":["arcane","divine","primal"],"cast":"","action":"2","range":"touch","targets":"1 creature touched","duration":"10 minutes","description":"You repel hindrances that would affect a creature. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher rank than the unfettered movement spell.","oldName":"freedom of movement"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=725","name":"Vampiric Maiden","traits":["necromancy","negative"],"type":"Spell","level":4,"legacy content":"  ","source":"Advanced Player's Guide pg. 227 2.0","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Fortitude","description":"A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals 4d4 piercing damage and 4d4 negative damage, and the target must attempt a Fortitude save. You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like). You lose any remaining temporary HP after 1 minute. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **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. \n **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.\n\n **Heightened (+1)** The piercing and negative damage increase by 1d4 each.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1738","name":"Vapor Form","traits":["air","concentrate","manipulate","polymorph"],"type":"Spell","level":4,"source":"Player Core pg. 365","traditions":["arcane","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","duration":"5 minutes","description":"The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, and it uses its proficiency modifier for unarmored defense. It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can Dismiss the spell.","oldName":"gaseous form"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1026","name":"Variable Gravity","traits":["transmutation"],"type":"Spell","level":4,"legacy content":" ","source":"Secrets of Magic pg. 138 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"5 minutes","description":"You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the concentrate trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation.\r\n * **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.\r\n * **Low Gravity** You can jump double the normal distance when you Long Jump or Leap, though still to a maximum of your Speed. When you High Jump, you can use the calculation for a Long Jump but don't double the distance. Rather than the normal calculation for falling damage, when you fall, you take no damage for the first 10 feet and then take bludgeoning damage equal to a quarter of the remaining distance you fell. Abilities that adjust how much falling damage you take still apply.\r\n\r\n\r\n\n **Heightened (6th)** The duration increases to 1 hour.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1238","name":"Vision of Beauty","traits":["rare","emotion","illusion","incapacitation","mental"],"type":"Spell","level":4,"legacy content":"     ","source":"Kingmaker Companion Guide pg. 103","traditions":["arcane","occult"],"cast":"verbal, somatic","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You create a phantasmal image of the most beautiful creature imaginable to the target at a location somewhere within the spell's range. Only the spell's target can see the beauty, though you can see the vague shape of the illusion as it manifests. The effect of the vision is based on the outcome of the target's Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is intrigued by the vision, becoming stupefied 1 for 1 round. \n **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. \n **Critical Failure** As failure, except the target is stupefied 2 and becomes fascinated by the illusion for 1 minute instead of 1 round.\n\n **Heightened (+2)** You can target an additional creature in range.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1742","name":"Vision of Death","traits":["concentrate","death","emotion","fear","manipulate","mental"],"type":"Spell","level":4,"source":"Player Core pg. 366","traditions":["arcane","occult"],"deities":"Norgorber, Pharasma","cast":"","action":"2","range":"120 feet","targets":"1 living creature","defense":"Will","description":"You force the target to see a vision of its own death. It takes 8d6 mental damage with a Will save. If the target is reduced to 0 HP by this spell, its vision becomes reality and kills it instantly. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage and is frightened 1. \n **Failure** The target takes full damage and is frightened 2. \n **Critical Failure** The target takes double damage, is frightened 4, and is fleeing for as long as it's frightened.\n\n **Heightened (+1)** The damage increases by 2d6.","oldName":"phantasmal killer"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1743","name":"Vital Beacon","traits":["concentrate","healing","manipulate","vitality"],"type":"Spell","level":4,"source":"Player Core pg. 366","traditions":["divine","primal"],"cast":"1 minute","duration":"until your next daily preparations","description":"Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time.\n\n **Heightened (+1)** The beacon restores one additional die of HP each time it heals, using the normal die size for that step.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1748","name":"Wall of Fire","traits":["concentrate","fire","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 367","traditions":["arcane","primal"],"deity":"Sarenrae","cast":"","action":"3","range":"120 feet","duration":"1 minute","description":"You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage.\n\n **Heightened (+1)** The fire damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1758","name":"Weapon Storm","traits":["concentrate","manipulate"],"type":"Spell","level":4,"source":"Player Core pg. 369","traditions":["arcane","primal"],"deity":"Gorum","cast":"","action":"2","area":"30-foot cone or 10-foot emanation","defense":"Reflex","description":"You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. \n \n **Critical Success** The creature is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes full damage. \n **Critical Failure** The target takes double damage and is subject to the weapon's critical specialization effect.\n\n **Heightened (+1)** Add another damage die."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1218","name":"Web of Influence","traits":["uncommon","detection","divination"],"type":"Spell","level":4,"legacy content":"   ","source":"Pathfinder #182: Graveclaw pg. 79","traditions":["N/A"],"cast":"10 minutes (material, somatic, verbal)","range":"touch","targets":"1 creature","description":"You learn the location of the nearest creature to whom the target is connected in a magical manner. A creature sustaining a spell on the target is connected to it for the purposes of this spell, as are any creatures who are targets of a spell effect currently affecting the target (such as all the targets of a veil spell), members of a coven, and creatures that are magically bonded to the target (such as with the heartbond ritual). The GM is the final arbiter of whether a creature is magically connected to the target. If you already know individuals who are magically connected to the target, you can exclude them from the spell. \n \n This spell doesn't tell you anything about the nearest magically connected creature other than its current distance and direction. If the nearest creature is on a different plane the spell indicates this but doesn't reveal which plane.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1034","name":"Winning Streak","traits":["divination"],"type":"Spell","level":4,"legacy content":" ","source":"Secrets of Magic pg. 141 1.1","traditions":["arcane","occult"],"deities":"Marishi, The Divine Dare","cast":"verbal","action":"1","range":"20 feet","targets":"1 creature","duration":"1 round (see text)","description":"The target is energized by its good fortune as it spreads to others—as long as they keep winning. It gains the quickened condition for 1 round. If the target or one of their allies within 20 feet gets a critical success on an attack roll against a significant foe, whoever got the critical success becomes quickened if they weren't already, and the duration of the winning streak is extended by another round. Creatures quickened by the spell can use the extra action to Strike, Step, or Stride. If a full round passes without the target or one their allies critically succeeding on an attack roll against a significant foe, the winning streak breaks and the spell ends.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1364","name":"Ymeri's Mark","traits":["concentrate","curse","detection","fire","manipulate"],"type":"Spell","level":4,"source":"Rage of Elements pg. 121","traditions":["arcane","divine","primal"],"cast":"","action":"2","range":"touch","targets":"1 creature","defense":"Fortitude","duration":"varies","description":"You place the fiery mark of the Queen of the Inferno on the target, burning into the creature's very essence. The mark gives off a heat that only you can sense; as long as you're on the same plane as the target, you can sense the direction it's in. The target is fatigued and can't reduce the value of this condition normally. \n \n You can detonate the mark at any point during its duration by Dismissing the spell. The rune explodes in a 10-foot emanation centered on the target that deals 5d6 fire damage with a basic Reflex save. You choose whether the mark's target is included in the explosion. \n \n When you cast the spell, the target attempts a Fortitude save to determine how long the mark lasts. If the spell's duration elapses, the rune doesn't detonate. \n \n **Critical Success** The target is unaffected. \n **Success** The duration is 1 minute. \n **Failure** The duration is 1 week. \n **Critical Failure** The duration is unlimited.\n\n **Heightened (+1)** The damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1327","name":"Zephyr Slip","traits":["air","manipulate","move"],"type":"Spell","level":4,"source":"Rage of Elements pg. 73","traditions":["arcane","primal"],"cast":"","action":"reaction","trigger":"A creature enters a space within 5 feet of you.","description":"An arresting breeze sweeps you up in an instant and moves you to safety. You Fly 15 feet directly away from the triggering creature.\n\n **Heightened (6th)** You and one adjacent ally Fly up to 25 feet directly away from the triggering creature. \n **Heightened (8th)** You and up to 5 allies within 30 feet Fly up to 25 feet directly away from the triggering creature."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=861","name":"Aberrant Form","traits":["polymorph","transmutation"],"type":"Spell","level":5,"legacy content":"  ","source":"Secrets of Magic pg. 88 1.1","traditions":["occult"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the aberration trait. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of which battle form you choose: \r\n * AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 13 temporary Hit Points.\r\n * Darkvision.\r\n * One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +18, and 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.\r\n * Athletics modifier of +20, unless your own modifier is higher.\r\n\r\n\r\n You also gain specific abilities based on the type of aberration you choose:\r\n * **Chuul** Speed 30 feet, swim 25 feet; **Melee** |1| claw (reach 10 feet), **Damage** 2d8+8 bludgeoning, and you can spend an action after a hit to Grab the target.\r\n * **Gogiteth** Speed 40 feet, climb 30 feet; **Melee** |1| jaws, **Damage** 2d10+8 piercing, and you can spend an action after a hit to Grab the target; **Melee** |1| leg (agile, reach 10 feet), **Damage** 2d6+8 piercing.\r\n * **Gug** Speed 40 feet, climb 20 feet; **Melee** |1| jaws (reach 10 feet), **Damage** 2d12+8 piercing; **Melee** claw (agile, reach 10 feet), Damage 2d8+8 slashing; your multiple joints allow you to fit through tight spaces as if you were a Medium creature.\r\n * **Otyugh** +2 circumstance bonus on saves against disease; Speed 20 feet; **Melee** |1| jaws, **Damage** 3d6+8 piercing; **Melee** |1| tentacle (agile, reach 10 feet), **Damage** 2d6+8 bludgeoning.\r\n\r\n\r\n\n **Heightened (6th)** Your battle form is Huge, and the reach of your attacks increases by 5 feet. You must have space to expand, or the spell is lost. You instead gain AC = 21 + your level, 26 temporary HP, attack modifier +22, damage bonus +13, and Athletics +23.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1","name":"Abyssal Plague","traits":["chaotic","disease","evil","necromancy"],"type":"Spell","level":5,"legacy content":"    ","source":"Core Rulebook pg. 316 4.0","traditions":["divine","occult"],"bloodline":"demonic","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Fortitude","description":"Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. The effect is based on the target's Fortitude save. \n \n **Abyssal Plague** (disease); **Level** 9. The target can't recover from the drained condition from Abyssal plague until the disease is cured. **Stage 1** drained 1 (1 day); **Stage 2** drained increases by 2 (1 day). \n \n **Critical Success** The target is unaffected. \n **Success** The target takes 2 evil damage per spell level, and takes a –2 status penalty to saves against Abyssal plague for 1 day or until the target contracts it, whichever comes first. \n **Failure** The target is afflicted with Abyssal plague at stage 1. \n **Critical Failure** The target is afflicted with Abyssal plague at stage 2.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=564","name":"Acid Storm","traits":["acid","evocation"],"type":"Spell","level":5,"legacy content":"  ","source":"Gods & Magic pg. 106 2.0","traditions":["arcane","primal"],"deities":"Moloch, Trelmarixian","cast":"somatic, verbal","action":"2","range":"120 feet","area":"20-foot-radius burst","duration":"1 minute","description":"You evoke a storm of acid rain that pelts the area for the spell’s duration. A creature that begins its turn in the area takes 3d8 acid damage (basic Reflex save).\n\n **Heightened (+2)** The damage increases by 1d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=866","name":"Bandit's Doom","traits":["abjuration","curse"],"type":"Spell","level":5,"legacy content":"  ","source":"Secrets of Magic pg. 90 1.1","traditions":["arcane","divine","occult"],"cast":"30 minutes (material, somatic, verbal)","targets":"1 item of 2 Bulk or less","duration":"1 month","description":"You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes 8d8 mental damage and is doomed, depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and is doomed 1. \n **Failure** The creature takes full damage and is doomed 2. \n **Critical Failure** The creature takes double damage and is doomed 3.\n\n **Heightened (+2)** The damage increases by 2d8.","components":["30 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1448","name":"Banishment","traits":["concentrate","incapacitation","manipulate"],"type":"Spell","level":5,"source":"Player Core pg. 317","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","range":"30 feet","area":"1 creature that isn't on its home plane","defense":"Will","description":"You send the target back to its home plane. The target must attempt a Will save. You can spend an extra action while Casting this Spell and add a cost to the spell to give the creature a –2 circumstance penalty to its save. The cost must be a specially gathered object that is anathema to the creature. This spell fails if you aren't on your home plane when you cast it. \n \n **Critical Success** The target resists being banished and you are stunned 1. \n **Success** The target resists being banished. \n **Failure** The target is banished. \n **Critical Failure** The target is banished and can't return by any means to the plane it's banished from for 1 week.\n\n **Heightened (9th)** You can target up to 10 creatures. The extra cost affects targets to which it is anathema."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1278","name":"Belittling Boast","traits":["uncommon","auditory","emotion","enchantment","fear","mental"],"type":"Spell","level":5,"legacy content":"      ","source":"Firebrands pg. 88","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","area":"30-foot burst","duration":"1 minute","description":"You boast about your skills or combat prowess, bolstering your own abilities and belittling your opponents. Select one of the following to boast about: melee attack rolls, ranged attack rolls, spell attack rolls, or a single skill. Attempt an Intimidation check to Demoralize all enemies within 30 feet. Each creature that becomes frightened additionally takes a –1 circumstance penalty to the attack roll or skill you boasted about for 1 minute. If at least one creature becomes frightened, you gain a +1 status penalty to the attack roll or skill you boasted about for 1 minute.\n\n **Heightened (8th)** The bonus and penalty increase to 2.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1076","name":"Blackfinger's Blades","traits":["uncommon","poison","transmutation"],"type":"Spell","level":5,"legacy content":"   ","source":"Pathfinder #171: Hurricane's Howl pg. 78","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"up to 4 weapons, each wielded by a separate willing creature within range","duration":"up to 1 minute","description":"You pray for swift and painful death to your enemies and find your and your allies' weapons blessed to deliver just that. The target weapons are coated with giant scorpion venom with a DC equal to your spell DC. The effects remain on a weapon for 1 minute or until the weapon deals damage, whichever comes first.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=870","name":"Blazing Fissure","traits":["earth","evocation","fire"],"type":"Spell","level":5,"legacy content":"   ","source":"Secrets of Magic pg. 91 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","area":"120-foot line","saving throw":"Reflex","description":"A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes 4d6 bludgeoning damage and 6d6 fire damage with a Reflex save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage, and it falls prone. \n **Critical Failure** The target takes double damage, and it falls prone.\n\n **Heightened (+1)** The damage increases by 1d6 bludgeoning and 1d6 fire.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=871","name":"Blessing of Defiance","traits":["abjuration"],"type":"Spell","level":5,"legacy content":" ","source":"Secrets of Magic pg. 91 1.1","traditions":["divine","primal"],"cast":"to","action":"1","actionMax":"3","range":"30 feet","targets":"varies","duration":"1 round","description":"Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or Will. The target gets a +4 status bonus to that saving throw for 1 round. The potency and number of targets of this blessing depend on how many actions you spend when Casting the Spell. \n \n ** [one-action] (somatic)** The spell targets you or one willing ally within range. \n \n ** [two-actions] (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. \n \n ** [three-actions] (verbal)** The spell targets you and all willing allies within 30 feet.","components":["to"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1213","name":"Blind Eye","traits":["uncommon","illusion"],"type":"Spell","level":5,"legacy content":"  ","source":"Pathfinder #182: Graveclaw pg. 78","traditions":["arcane","occult"],"cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"1 object","duration":"until the next time you make your daily preparations","description":"You enchant a single object, preventing it from being used for magical observation. If you cast this spell on a non-magical item used to cast scrying spells, such as a spell component pouch or a spell focus, the item can't be used to cast the spell. If you cast blind eye on a magical item that can be activated to scry (such as a crystal ball or hag eye), the item can't be activated for scrying effects. Magical items that are twice blind eye's spell level or more aren't blocked this way.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1279","name":"Blinding Foam","traits":["uncommon","acid","evocation","incapacitation"],"type":"Spell","level":5,"legacy content":"    ","source":"Firebrands pg. 88","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["arcane","occult","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","duration":"1 minute","description":"You spray a colorful, caustic foam into the target's eyes, which clings to their face. Make a spell attack roll. If you hit, you deal 5d10 acid damage and 1d6 persistent acid damage, and the target is blinded for the duration. The foam can be removed with 3 Interact actions, which ends the persistent acid damage. These Interact actions don't need to be consecutive. When the target's persistent acid damage ends, the spell automatically ends.\n\n **Heightened (8th)** The initial damage increases to 9d10, and the persistent acid damage increases to 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=872","name":"Blink Charge","traits":["conjuration","force","teleportation"],"type":"Spell","level":5,"legacy content":"   ","source":"Secrets of Magic pg. 92 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","description":"You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within range, then make a Strike against the creature with a weapon you're wielding. The Strike deals damage, plus an extra 2d8 force damage, depending on the result of your Strike. \n \n **Critical Success** Double damage, plus after the Strike, you can teleport the target into an empty space up to 5 feet away from its current position. The new space must be on the ground if it started on the ground, in the air if it was flying, and so on. \n **Success** The Strike deals full damage. \n **Failure** The Strike deals no damage, but the target takes 1d8 force damage. \n **Critical Failure** The Strike deals no damage, and you take 1d8 force damage.\n\n **Heightened (+2)** The spell's range increases by 60 feet, and any force damage the spell deals is increased by 1d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=673","name":"Blister","traits":["necromancy"],"type":"Spell","level":5,"legacy content":" ","source":"Advanced Player's Guide pg. 216 2.0","traditions":["arcane","occult","primal"],"deity":"Fandarra","cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Fortitude","duration":"1 minute","description":"You point at a target in range, and its skin grows searing blisters filled with caustic fluid. The target must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target grows one blister. You can spend a single action, which has the concentrate trait, to pop a blister. The target and each creature in a 15-foot cone originating from the target takes 7d6 acid damage (basic Fortitude save). You choose the direction of the cone, which can't include the target. When no blisters are left, the spell ends. \n **Failure** As success, but the target grows two blisters. \n **Critical Failure** As success, but the target grows four blisters.\n\n **Heightened (+1)** The damage of a popped blister increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=648","name":"Blood Feast","traits":["uncommon","necromancy"],"type":"Spell","level":5,"legacy content":"  ","source":"Pathfinder #154: Siege of the Dinosaurs pg. 74","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","description":"Your head splits vertically into an enormous maw, which feasts upon the target's blood, dealing 12d6 piercing damage, depending on your spell attack roll. After the spell, your head sews back together as if it had never split apart. You gain temporary Hit Points for 1 minute equal to half the piercing damage the target takes. \n \n If you are a gug, increase the piercing damage by 2d6 and increase the persistent bleed damage you deal on a critical hit by 1d8. This spell doesn’t alter a gug’s appearance. \n \n **Critical Success** The creature takes double damage and 1d8 persistent bleed damage. \n **Success** The creature takes full damage. \n **Failure** You miss and the creature takes no damage.\n\n **Heightened (+1)** The piercing damage increases by 2d6, and the persistent bleed damage on a critical increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1456","name":"Breath of Life","traits":["concentrate","healing","vitality"],"type":"Spell","level":5,"source":"Player Core pg. 319","traditions":["divine"],"cast":"","action":"reaction","trigger":"A living creature within range would die","range":"60 feet","targets":"the triggering creature","description":"Your blessing revives a creature at the moment of its death. You prevent the target from dying and restore 5d8 Hit Points to the target. You can't use breath of life if the triggering effect was a death effect or an effect that leaves no remains, such as disintegrate.\n\n **Heightened (+2)** The healing increases by 1d8."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=676","name":"Chameleon Coat","traits":["illusion"],"type":"Spell","level":5,"legacy content":" ","source":"Advanced Player's Guide pg. 216 2.0","traditions":["primal"],"cast":"material, somatic, verbal","action":"3","range":"15 feet","targets":"up to 8 creatures","duration":"10 minutes","description":"You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to Stealth checks to Hide. The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature.\n\n **Heightened (6th)** If a creature affected by this spell rolls a critical failure on its Stealth check to Sneak within 30 feet of a creature that would spot it, it instead only fails its check, as the spell mildly hypnotizes the spotter. \n **Heightened (8th)** As 6th level, and the status bonus is +4.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=37","name":"Chromatic Wall","traits":["abjuration"],"type":"Spell","level":5,"legacy content":" ","source":"Core Rulebook pg. 323 4.0","traditions":["arcane","occult"],"bloodline":"draconic","deities":"Lady Jingxi, Pulura","cast":"material, somatic, verbal","action":"3","range":"120 feet","duration":"10 minutes","description":"You create an opaque wall of light in a single vibrant color. The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature, the spell is lost. The wall sheds bright light for 20 feet on each side, and dim light for the next 20 feet. You can ignore the wall's effects. \n \n Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can't be counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell's level is lower than that of chromatic wall. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of cold can counteract a red chromatic wall. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of wind can counteract an orange chromatic wall. Yellow The wall stops acid, cold, electricity, fire, force, negative, positive, and sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.\n\n **Heightened (7th)** The spell's duration increases to 1 hour. Roll 1d8 to determine the wall's color; the results for 5–8 are below. A red, orange, yellow, or green wall deals an extra 10 damage. Blue The wall stops auditory, petrification, sonic, and visual effects from passing through, and creatures passing through are subject to the effects of flesh to stone. Magic missile can counteract a blue chromatic wall. Indigo The wall stops divination and mental effects from passing through, and those passing through are subject to the effects of warp mind. Searing light can counteract an indigo chromatic wall. Violet The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are slowed 1 for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of plane shift . Dispel magic can counteract a violet chromatic wall. Reroll, and creatures that pass through the wall take a –2 circumstance penalty to their saves.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=41","name":"Cloak of Colors","traits":["illusion","visual"],"type":"Spell","level":5,"legacy content":"  ","source":"Core Rulebook pg. 324 4.0","traditions":["arcane","occult"],"bloodlines":"fey, wyrmblessed","deities":"Chaldira, Falayna, Sturovenen, The Resplendent Court, Thisamet","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","duration":"1 minute","description":"A cloak of swirling colors shrouds the target. Creatures are dazzled while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the target with a melee attack must attempt a Will save. \n **Success** The attacker is unaffected. \n **Failure** The attacker is blinded for 1 round. \n **Critical Failure** The attacker is stunned for 1 round. \n \nThe creature is temporarily immune until the end of its turn; this effect has the incapacitation trait.\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1473","name":"Control Water","traits":["concentrate","manipulate","water"],"type":"Spell","level":5,"source":"Player Core pg. 321","traditions":["arcane","primal"],"deity":"Gozreh","cast":"","action":"2","range":"500 feet","area":"50 feet long by 50 feet wide","defense":"Fortitude (see text)","duration":"1 hour","description":"By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Creatures that have the water trait and that are in the area when you Cast the Spell must attempt a Fortitude save, with the effects of the slow spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=64","name":"Death Ward","traits":["abjuration"],"type":"Spell","level":5,"legacy content":" ","source":"Core Rulebook pg. 328 4.0","traditions":["divine","occult","primal"],"bloodline":"psychopomp","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 living creature touched","duration":"10 minutes","description":"You shield a creature from the ravages of negative energy. It receives a +4 status bonus to saves against death and negative effects, gains negative resistance 10, and suppresses the effects of the doomed condition.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1112","name":"Desperate Repair","traits":["uncommon","transmutation"],"type":"Spell","level":5,"legacy content":"  ","source":"Knights of Lastwall pg. 92","access":"Knights of Lastwall have access to this spell.","traditions":["arcane","primal"],"cast":"verbal","action":"reaction","trigger":"A shield within range would be reduced to 0 Hit Points by a damaging effect","requirements":"The triggering shield had more than 1 Hit Points before taking damage","range":"60 feet","targets":"1 shield","description":"You hold a shield together with the power of your magic, forcing wood and steel to fuse back together. The shield remains at 1 Hit Point and isn't destroyed. Its construction is weakened until someone takes the time to repair it, preventing desperate repair or a similar ability from saving the same shield until your next daily preparations.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1496","name":"Divine Immolation","traits":["concentrate","fire","manipulate","sanctified","spirit"],"type":"Spell","level":5,"source":"Player Core pg. 325","traditions":["divine"],"cast":"","action":"2","range":"120 feet","area":"20-foot burst","defense":"Reflex","description":"Divine flames scour creatures within the area. Creatures take 6d6 fire damage and 2d6 persistent fire damage. The divine power within the flames scorches the spirit as well; a creature takes spirit damage instead of fire damage from divine immolation if that would be more detrimental to the creature (as determined by the GM). \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and no persistent damage. \n **Failure** The creature takes full damage and persistent damage. \n **Critical Failure** The creature takes double damage and double persistent damage.\n\n **Heightened (+1)** The damage increases by 1d6 and persistent damage increases by 1d6.","oldName":"flame strike"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1504","name":"Dreaming Potential","traits":["concentrate","manipulate","mental"],"type":"Spell","level":5,"source":"Player Core pg. 327","traditions":["occult"],"deity":"Desna","cast":"10 minutes","range":"touch","targets":"1 willing sleeping creature","duration":"8 hours","description":"You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can't use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can't access within the dream.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=92","name":"Drop Dead","traits":["uncommon","illusion","visual"],"type":"Spell","level":5,"legacy content":"   ","source":"Core Rulebook pg. 333 4.0","traditions":["arcane","divine"],"deity":"Naderi","cast":"somatic","action":"reaction","trigger":"a creature within range is hit by an attack from an enemy","range":"120 feet","targets":"1 creature","duration":"sustained up to 1 minute","description":"The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate Perception check to disbelieve the illusion. If the target uses hostile actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too.\n\n **Heightened (7th)** The spell doesn't end if the target uses hostile actions.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=846","name":"Ectoplasmic Expulsion","traits":["uncommon","mental","necromancy"],"type":"Spell","level":5,"legacy content":"   ","source":"Pathfinder #165: Eyes of Empty Death pg. 75","traditions":["occult"],"cast":"material, somatic, verbal","action":"3","range":"30 feet","targets":"1 creature","description":"You call upon tendrils of ephemeral ectoplasm to pass through the target and carry away a harmful psychic affliction. You immediately attempt to counteract a single effect on the target with the emotion or possession trait, or an effect giving the target the controlled or fascinated condition. If you fail to counteract the effect, you nevertheless set up a resonance that allows the target to more ably escape the effect on its own; for the next hour, the target gains a +2 status bonus to Will saves to shrug off the effect you failed to counteract (such as Will saves to shake off control by the possession spell).","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1420","name":"Elemental Breath","traits":["concentrate","manipulate"],"type":"Spell","level":5,"source":"Rage of Elements pg. 222 \nPFS Note Remove the range from the elemental breath spell. The cone is created from the user's square.","traditions":["arcane","primal"],"spell list":"elemental","cast":"or","action":"2","actionMax":"3","range":"30 feet","area":"60-foot cone","defense":"basic Reflex","description":"You open a miniature portal to an elemental plane within your mouth, then exhale a powerful explosion of the plane's element. Roll 1d6 to determine the element. If you used 3 actions to Cast this Spell, you can choose the element instead. This spell gains the trait matching the element. \n \n Each creature in the cone must attempt a basic Reflex save.\r\n * **Air** Strong winds and lightning strikes buffet creatures in the cone, dealing 6d10 electricity damage. A creature that fails its save is also pushed 10 feet.\r\n * **Earth** A cone of mud deals 5d10 bludgeoning damage to creatures in the area. A creature on the ground that fails its save slips and falls prone.\r\n * **Fire** A surging cone of fire deals 7d10 fire damage.\r\n * **Metal** A cone of rust slices flesh and damages metal. Each creature in the area takes 5d10 slashing damage. A creature made of metal gets a result one degree of success worse than it rolled, and an unattended metal object gets a critical failure.\r\n * **Water** A torrent of chilled water deals 3d10 cold damage and 3d10 bludgeoning damage.\r\n * **Wood** Branches rip through creatures, dealing 3d10 piercing damage and 3d10 slashing damage. Ground in the area becomes difficult terrain for 1 minute.\r\n\r\n\r\n\n **Heightened (+1)** The damage increases by 1d10. For water and wood, you can choose which damage type increases for each rank the spell is heightened.","components":["or"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1510","name":"Elemental Form","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":5,"source":"Player Core pg. 328","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 minute","description":"You call upon the power of the planes to transform into a Medium elemental battle form. When you Cast this Spell, choose a listed element. While in this form, you gain the corresponding trait and the elemental trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. \n \nYou gain the following statistics and abilities regardless of which battle form you choose: \r\n * AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 10 temporary Hit Points.\r\n * Darkvision.\r\n * 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, fire, or metal) or Strength based (earth, water, or wood). If your corresponding unarmed attack modifier is higher, you can use it instead.\r\n * Acrobatics (air, fire, or metal) or Athletics (earth, water, or wood) modifier of +20; ignore this change if your own modifier is higher.\r\n\r\n\r\n You gain specific abilities based on the element you choose:\r\n * **Air** fly 80 feet, movement doesn't trigger reactions; **Melee** |1| gust, **Damage** 1d4 bludgeoning.\r\n * **Ant** Speed 30 feet, climb 30 feet; **Melee** |1| mandibles, **Damage** 2d6 bludgeoning.\r\n * **Earth** Speed 20 feet, burrow 20 feet; **Melee** |1| boulder, **Damage** 2d10 bludgeoning.\r\n * **Fire** Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; **Melee** |1| tendril, **Damage** 1d8 fire plus 1d4 persistent fire.\r\n * **Metal** Speed 40 feet, fly 20 feet; Melee |1| blade (versatile piercing), Damage 1d8 slashing plus 1d4 electricity.\r\n * **Water** Speed 20 feet, swim 60 feet; fire resistance 5; **Melee** |1| wave, **Damage** 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.\r\n * **Wood** Speed 20 feet, climb 30 feet; **Melee** |1| branch, **Damage** 2d10 bludgeoning.\r\n\r\n\r\n\n **Heightened (6th)** Your battle form is Large and your attacks have 10-foot reach. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23. \n **Heightened (7th)** Your battle form is Huge and your attacks have 15-foot reach. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1330","name":"Engrave Memory","traits":["uncommon","concentrate","earth","manipulate"],"type":"Spell","level":5,"source":"Rage of Elements pg. 94","traditions":["arcane","primal"],"cast":"1 minute","range":"touch","targets":"1 stone of at least 1 Bulk","duration":"unlimited","description":"You store memories inside a stone. This memory can convey up to 10 minutes of material. When you Cast this Spell, choose a command word. Doing so creates a carved symbol on the stone that hints at the word. Any creature can access the memories stored within the stone by using an action to speak the command word. \n \n As it imparts the memories, the stone crumbles to dust, but the memory is infallibly available to the creature that activated the stone for the next 24 hours. After that time, the creature's normal capacity for memory must be relied upon to recall the stone's imparted memory. It's up to the GM what benefit the imparted memory grants, from circumstance bonuses to checks related to the memory or clear information on subjects the memory covers.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1400","name":"Entwined Roots","traits":["concentrate","manipulate","wood"],"type":"Spell","level":5,"source":"Rage of Elements pg. 196","traditions":["arcane","primal"],"cast":"1 minute","area":"20-foot burst","targets":"up to 5 willing living creatures","duration":"10 minutes","description":"Slithering roots gird you and your allies in layers of flexible wooden protection. Each affected creature gains resistance 5 to bludgeoning and piercing damage. Whenever a creature protected by these roots is targeted by a ranged weapon attack but takes no damage (such as if the attack missed or the damage was reduced to 0 by resistance), the roots snatch up the ammunition or thrown weapon and hold it. The protected creature can retrieve the thrown weapon or ammunition as an Interact action.\n\n **Heightened (7th)** The resistances increase to 10. \n **Heightened (9th)** The resistances increase to 15.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1152","name":"Etheric Shards","traits":["evocation","force"],"type":"Spell","level":5,"legacy content":"  ","source":"Dark Archive pg. 105","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"20-foot burst","saving throw":"basic Reflex","duration":"1 minute","description":"You reach out and sow glittering splinters of force throughout the area, otherworldly caltrops of will and ectoplasm. The area is difficult terrain, even to flying or incorporeal creatures. Any creature that moves through the area takes 1d4 piercing damage per square traversed, with a basic Reflex save made at the end of each move action they take through the area.\n\n **Heightened (+2)** The spell's area increases by 5 feet, and the piercing damage increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1522","name":"False Vision","traits":["uncommon","concentrate","illusion","manipulate"],"type":"Spell","level":5,"source":"Player Core pg. 330","traditions":["arcane","occult"],"cast":"10 minutes","range":"touch","area":"100-foot burst","duration":"until your next daily preparations","description":"You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Sustain the spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher rank than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they're successful, they can't learn what's truly going on in the area.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1354","name":"Fire's Pathway","traits":["uncommon","concentrate","fire","manipulate","teleportation"],"type":"Spell","level":5,"source":"Rage of Elements pg. 119","traditions":["arcane","primal"],"cast":"1 minute","description":"You step into a blazing fire that's big enough for you to fit inside and instantly teleport to any other fire within 5 miles that also has a sufficiently large size. Once you enter the first fire, you instantly know the rough locations of other sufficiently large fires within range and can exit from the original fire, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.\n\n **Heightened (6th)** The fire you exit can be up to 50 miles away. \n **Heightened (8th)** The fire you exit can be up to 500 miles away. \n **Heightened (9th)** The fire you exit can be anywhere on the same planet.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1356","name":"Flame Dancer","traits":["concentrate","fire","manipulate"],"type":"Spell","level":5,"source":"Rage of Elements pg. 119","traditions":["arcane","occult","primal"],"cast":"","action":"2","range":"60 feet","targets":"1 willing creature","duration":"1 minute","description":"Fire encircles the target's hands and feet, and its eyes and hair catch ablaze. The target's unarmed Strikes deal an additional 2d6 fire damage. Critical hits with these Strikes also deal 2d4 persistent fire damage. Additionally, when the target attempts to Demoralize a foe, they can use Performance instead of Intimidation; when using Performance to Demoralize, the action loses the auditory trait but gains the visual trait, and the target doesn't take a penalty when attempting to Demoralize a creature that doesn't understand its language.\n\n **Heightened (7th)** The fire damage increases to 3d6, and the persistent fire damage increases to 3d4. If the target gets a critical success on a Demoralize check using Performance, the target of the Demoralize check becomes fleeing from the target of flame dancer for 1 round."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1357","name":"Flames of Ego","traits":["concentrate","fire","incapacitation","light","manipulate","mental"],"type":"Spell","level":5,"source":"Rage of Elements pg. 119","traditions":["arcane","occult","primal"],"cast":"","action":"2","range":"120 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"Elegant flames of incredible beauty coruscate across the target's body, creating overconfidence and carelessness. The target attempts a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target sheds bright light in a 20-foot emanation (and dim light to the next 40 feet) and becomes fascinated with itself for 1 round. It must spend at least 1 action on its turn on a taunting display of arrogance or overconfidence. Using actions that include such a display—such as using Perform to show off—count toward this requirement. \n **Failure** As success, but the duration is 1 minute and the target can't act hostile toward a creature until that creature acts hostile toward the target. \n **Critical Failure** As failure, except the target must spend at least 2 actions on its turn on a taunting display of arrogance or overconfidence."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=913","name":"Flammable Fumes","traits":["conjuration","poison"],"type":"Spell","level":5,"legacy content":"  ","source":"Secrets of Magic pg. 106 1.1","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"20-foot burst","duration":"1 minute","description":"Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. The gases are invisible, requiring a successful Perception check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes 2d6 poison damage. A creature can take the poison damage from flammable fumes only once per round. \n \n One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a fire effect, the cloud detonates in a massive blaze that deals 10d6 fire damage to all creatures within it, and the spell ends.\n\n **Heightened (+2)** The poison damage increases by 1d6 and the fire damage on an explosion increases by 2d6.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=914","name":"Flowing Strike","traits":["evocation","water"],"type":"Spell","level":5,"legacy content":"  ","source":"Secrets of Magic pg. 106 1.1","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","description":"A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. You Stride up to 50 feet. This movement doesn't trigger reactions. You can make a Strike at any point during your Stride. If your Strike hits, the wave flows after you to batter the target of your Strike as well, dealing 2d10 bludgeoning damage and pushing it 10 feet in a direction of your choice.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=915","name":"Forceful Hand","traits":["evocation","force"],"type":"Spell","level":5,"legacy content":"  ","source":"Secrets of Magic pg. 106 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","duration":"sustained up to 1 minute","description":"A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' attacks. Each time you Sustain the Spell, the hand moves to an unoccupied space of your choice adjacent to you. When you Sustain the Spell, you can have the hand Fly to an unoccupied space of your choice adjacent to an ally to protect that ally instead. The hand's movement does not trigger reactions based on creature movement. \n \n Successful 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. \n \n 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. \r\n * **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.\r\n * **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.\r\n * **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.\r\n\r\n\r\n\n **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. \r\n * **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.\r\n\r\n\r\n\n \n **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. \r\n * **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.\r\n\r\n\r\n\n \n **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. \r\n * **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.\r\n\r\n\r\n \n **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. \r\n * **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.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1388","name":"Freezing Rain","traits":["cold","concentrate","manipulate","water"],"type":"Spell","level":5,"source":"Rage of Elements pg. 173","traditions":["arcane","primal"],"cast":"","action":"3","range":"120 feet","area":"20-foot burst","defense":"Reflex (see text)","duration":"sustained up to 10 minutes","description":"Intense cold rain comes from nowhere, a microcosm of a sudden downpour, and a magical tweak can turn the rain to freezing sleet. The driving rain and pooling water make the area difficult terrain and extinguish non-magical fires. On subsequent rounds, the first time you Sustain the spell each round, you can move the area up to 20 feet and can also freeze the rain. If you freeze the rain, each creature in the area takes 4d6 cold damage and might be slowed, depending on result of its Reflex save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is slowed 1 for 1 round. \n **Critical Failure** The creature takes double damage and is slowed 2 for 1 round.\n\n **Heightened (+1)** The damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=918","name":"Geyser","traits":["evocation","fire","water"],"type":"Spell","level":5,"legacy content":"   ","source":"Secrets of Magic pg. 108 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"500 feet","area":"10-foot radius, 50-foot-tall cylinder","saving throw":"Reflex","duration":"1 round","description":"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. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and isn't pushed into the air. \n **Failure** The creature takes full damage and is pushed 20 feet into the air. \n **Critical Failure** The creature takes double damage and is pushed 40 feet into the air.\n\n **Heightened (+1)** The damage increases by 1d6 bludgeoning and 1d6 fire.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=919","name":"Glimmer of Charm","traits":["aura","emotion","enchantment","incapacitation","mental"],"type":"Spell","level":5,"legacy content":"     ","source":"Secrets of Magic pg. 108 1.1","traditions":["arcane","occult","primal"],"cast":"somatic, verbal","action":"2","area":"20-foot emanation centered on you","saving throw":"Will","duration":"sustained up to 1 minute","description":"You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura. \n \n **Critical Success** The creature is unaffected and is aware of the aura. \n **Success** The creature's attitude toward you improves by one step. If that improves its attitude to at least indifferent, it can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. \n **Failure** The creature's attitude toward you improves by two steps. It can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. \n **Critical Failure** The creature's attitude becomes helpful to you, though the effect ends as soon as you take a hostile action against the creature or its allies. While the creature is helpful, it can't take hostile actions against you.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=693","name":"Grisly Growths","traits":["transmutation"],"type":"Spell","level":5,"legacy content":" ","source":"Advanced Player's Guide pg. 220 2.0","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 corporeal creature","saving throw":"basic Fortitude","description":"This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. The target takes 10d6 piercing damage (basic Fortitude save) as the new features erupt. This spell has no effect on a target with a mutable anatomy or no limbs, such as an ooze or a protean. The growths rot rapidly and fall away after 1 round. \n \n In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour. This additional effect is a mental and visual effect. \n \n **Success** The creature is unaffected. \n **Failure** The creature is sickened 1. \n **Critical Failure** The character is sickened 2.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1551","name":"Hallucination","traits":["illusion","incapacitation","manipulate","mental","subtle"],"type":"Spell","level":5,"source":"Player Core pg. 334","traditions":["arcane","occult"],"deity":"Cayden Cailean","cast":"","action":"2","range":"30 feet","targets":"1 creature","duration":"1 hour","description":"The target consistently detects one thing as another, can't detect something that's there, or detects something that's not there, though it doesn't alter their beliefs. You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved good luck charm on their person even when it isn't, or see a tower in the center of town. \n \n The target can attempt an initial Will save, with effects below. They also receive a Will save to disbelieve the hallucination every time they Seek or directly interact with the hallucination. For example, the target could attempt to disbelieve the hallucination each time they interacted with an elf, bumped into their brother accidentally, tried to check their charm, or studied the tower. The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower.\n\n **Heightened (6th)** Choose to either target up to 10 creatures or change the spell's duration to until your next daily preparations. \n **Heightened (8th)** Choose to either target any number of creatures or change the spell's duration to unlimited."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=926","name":"Healing Well","traits":["healing","necromancy","positive"],"type":"Spell","level":5,"legacy content":"   ","source":"Secrets of Magic pg. 110 1.1","traditions":["divine","primal"],"cast":"material, somatic, verbal","action":"3","range":"30 feet","duration":"1 minute","description":"You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can Interact to tap into the well's power, recovering 4d8 Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space. \n \n If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well.\n\n **Heightened (+1)** The healing increases by 3.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1559","name":"Howling Blizzard","traits":["air","cold","concentrate","manipulate"],"type":"Spell","level":5,"source":"Player Core pg. 335","traditions":["arcane","primal"],"cast":"or","action":"2","actionMax":"3","area":"varies","defense":"Reflex","description":"Freezing winds extend from your hands, pushing away from you with great force. If you Cast this Spell with 2 actions, it has an area of a 60-foot cone; if you Cast this Spell with 3 actions, it has a range of 500 feet and an area of a 30-foot burst. Each creature in the area takes 10d6 cold damage with a basic Reflex save. Snowdrifts and icy gales fill the area until the start of your next turn, making the area difficult terrain.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["or"],"oldName":"cone of cold"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1570","name":"Illusory Scene","traits":["auditory","concentrate","illusion","manipulate","olfactory","visual"],"type":"Spell","level":5,"source":"Player Core pg. 337","traditions":["arcane","occult"],"cast":"10 minutes","range":"500 feet","area":"30-foot burst","duration":"1 hour","description":"You craft an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a mirage spell. \n \n When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion. \n \n Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.\n\n **Heightened (6th)** Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor. \n **Heightened (8th)** As the 6th-rank version, and the duration is unlimited.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1571","name":"Impaling Spike","traits":["concentrate","manipulate","metal"],"type":"Spell","level":5,"source":"Player Core pg. 338","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Reflex","duration":"1 minute","description":"You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must attempt a Reflex save. \n \n **Critical Success** The target dodges the spike and is unaffected. \n **Success** The target is struck by the spike and takes half damage. \n **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. \n **Critical Failure** As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is off-guard as long as it's impaled.\n\n **Heightened (+1)** The damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1102","name":"Incendiary Fog","traits":["rare","conjuration","fire"],"type":"Spell","level":5,"legacy content":"   ","source":"Pathfinder #177: Burning Tundra pg. 77","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"20-foot burst","saving throw":"see below","duration":"1 minute","description":"You summon a cloud of flammable black dust. The cloud functions as obscuring mist. If any open flame or fire effect is within the spell's area when it's cast, or later enters or occurs within the area, the cloud ignites. Creatures in the cloud take 10d6 fire damage (basic Reflex save), and the spell ends.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=930","name":"Inevitable Disaster","traits":["curse","divination","prediction"],"type":"Spell","level":5,"legacy content":"   ","source":"Secrets of Magic pg. 111 1.1","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Fortitude","description":"You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs 1d4 rounds later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments.\n\n **Heightened (+1)** The damage increases by 10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1240","name":"Infectious Comedy","traits":["uncommon","emotion","enchantment","incapacitation","mental"],"type":"Spell","level":5,"legacy content":"     ","source":"Pathfinder #185: A Taste of Ashes pg. 79","traditions":["arcane","occult"],"cast":"verbal, somatic","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"sustained up to 1 minute","description":"You tell a magical joke and infect a target with laughter that spreads to those nearby. The first time you Sustain the Spell each round, you can target another creature you can see that is within 30 feet of an affected target. The new target need not be able to see or hear the affected target, as the humor spreads magically. You can't target the same creature more than once with this spell. \n \n **Critical Success** The target is unaffected. \n **Success** The target begins giggling and can't use reactions. \n **Failure** The target is slowed 1 and can't use reactions. \n **Critical Failure** The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effect.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=937","name":"Invoke Spirits","traits":["emotion","fear","mental","necromancy"],"type":"Spell","level":5,"legacy content":"    ","source":"Secrets of Magic pg. 113 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"10-foot burst","saving throw":"Will","duration":"sustained up to 1 minute","description":"Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 negative damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round. \n \n On subsequent rounds, the first time you Sustain the Spell each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn't make them flee.\n\n **Heightened (+2)** The mental damage and negative damage each increase by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1578","name":"Invoke Spirits","traits":["concentrate","emotion","fear","manipulate","mental","void"],"type":"Spell","level":5,"source":"Player Core pg. 340","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"120 feet","area":"10-foot burst","defense":"Will","duration":"sustained up to 1 minute","description":"Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 void damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round. \n \nOn subsequent rounds, the first time you Sustain the spell each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn't make them flee.\n\n **Heightened (+2)** The mental damage and void damage each increase by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1273","name":"Lashunta's Life Bubble","traits":["uncommon","abjuration","air"],"type":"Spell","level":5,"legacy content":"   ","source":"Pathfinder #187: The Seventh Arch pg. 81","traditions":["arcane","divine","primal"],"cast":"verbal","action":"1","range":"30 feet","targets":"1 creature","duration":"8 hours","description":"You create a replenishing protective bubble of fresh, temperate air around the target. The shell of air enables the target to breathe even underwater or in a vacuum, protects from severe cold and heat, and grants a +1 status bonus to the target's saves against inhaled dangers such as inhaled poisons and cloudkill.\n\n **Heightened (6th)** The bubble lasts until your next preparation. \n **Heightened (8th)** The bubble lasts until your next preparation, protects against extreme cold and heat, and grants a +2 status bonus instead of +1.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=701","name":"Lightning Storm","traits":["electricity","evocation"],"type":"Spell","level":5,"legacy content":"  ","source":"Advanced Player's Guide pg. 221 2.0","traditions":["primal"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"20-foot burst","saving throw":"basic Reflex","duration":"sustained up to 1 minute","description":"You create a black, rumbling storm cloud and call down one lightning bolt within the spell's area. The bolt is a vertical line from the top of the storm cloud to the ground below, dealing 4d12 electricity damage to creatures in the line (basic Reflex save). On subsequent rounds, the first time you Sustain the Spell each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn.\n\n **Heightened (+2)** The damage of each bolt increases by 1d12.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1591","name":"Magic Passage","traits":["uncommon","concentrate","earth","manipulate"],"type":"Spell","level":5,"source":"Player Core pg. 342","traditions":["arcane","primal"],"cast":"","action":"2","range":"touch","area":"5-foot-wide, 10-foot-tall, 10-foot-deep section of wooden, plaster, or stone wall","duration":"1 hour","description":"You create a visible tunnel through the wall in the chosen area, replacing the area with empty space. If the wall is thicker than 10 feet, the tunnel ends 10 feet in. Even a small layer of metal in the wall prevents this spell from functioning. This spell doesn't reduce the integrity of the structure. When the spell ends, anyone inside the tunnel is shunted to the nearest exit.\n\n **Heightened (7th)** The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel's entrance appear completely normal (unless viewed with truesight or a similar effect), despite the tunnel's existence. The tunnel's entrance functions as a solid wall, but you can specify a password or a trigger (page 303), allowing creatures to enter freely.","oldName":"passwall"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=946","name":"Mantle of the Frozen Heart","traits":["cold","morph","transmutation"],"type":"Spell","level":5,"legacy content":"   ","source":"Secrets of Magic pg. 115 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list.\r\n * **Chilling Ice** The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold.\r\n * **Heart of Ice** Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 cold damage.\r\n * **Ice Glide** Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a smooth surface, you gain a +20-foot status bonus to your land Speed.\r\n * **Icy Claws** Your hands morph into vicious, piercing claws of ice useful for attacking or climbing. As long as you have both hands free, you gain a climb Speed equal to your land Speed. You gain a claw unarmed attack with the agile and finesse traits, in the brawling weapon group. Your claw attack deals 1d6 piercing damage as its base damage, plus an additional 2d6 cold damage.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=947","name":"Mantle of the Magma Heart","traits":["fire","morph","transmutation"],"type":"Spell","level":5,"legacy content":"   ","source":"Secrets of Magic pg. 115 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You surround yourself in a mantle of blazing fire magic, and your skin and anything you're wearing morphs into burning hot lava. The air around you swelters with heat, and tiny sparks of flame dance behind you as you pass. Upon casting this spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list.\r\n * **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.\r\n * **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.\r\n * **Heart of Fire** Your body's temperature becomes so hot that any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 fire damage.\r\n * **Warming Flames** Flames flicker around you, warming away the cold while protecting you from the heat. You gain resistance 5 to cold and fire.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1373","name":"Mantle of the Melting Heart","traits":["concentrate","manipulate","metal","morph"],"type":"Spell","level":5,"source":"Rage of Elements pg. 143","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 minute","description":"You bathe yourself in a mantle of liquid metal, gilding your skin and armor with an oily sheen. 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.\r\n * **Copper Core** You draw electricity toward you, then disperse it. You gain resistance 10 to electricity. All electricity effects within 30 feet of you must succeed at a counteract check against your spell DC or target you and only you.\r\n * **Golden Flesh** Your body gains the chemical inertness of gold, barely reacting to substances that would otherwise greatly disturb your physiology. You become immune to poison and disease and gain a +2 circumstance bonus to your checks against any poison and disease effects currently affecting you.\r\n * **Reactive Touch** Your touch reacts easily with other metals. Any metal that touches you or that you touch takes 2d6 acid damage that bypasses Hardness.\r\n * **Weighted Grasp** Your arms become long cables, your fists heavy as anchors. You gain a cabled fist unarmed attack with the disarm, finesse, reach, and trip traits and that's in the flail group. Your cabled fist deals 1d4 bludgeoning damage plus an additional 1d6 poison damage and Grab.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1406","name":"Mantle of the Unwavering Heart","traits":["concentrate","manipulate","morph","plant","wood"],"type":"Spell","level":5,"source":"Rage of Elements pg. 197","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 minute","description":"Vines and branches envelop you in an instant, growing a wild bloom of colors that open to reveal your new form. 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.\r\n * **Evergreen Vitality** You gain fast healing 3 and a +2 bonus to saves against poison and disease. This effect has the healing and vitality traits.\r\n * **Overwhelming Perfume** (aura, olfactory) A cloud of potent floral scent surrounds you in a 15-foot emanation. Creatures in the aura can't benefit from the scent ability and are sickened 1 as long as they remain in the aura. The sickness is a disease effect.\r\n * **Towering Trunk** You grow to a considerable height. Increase your size to Large. You're clumsy 1. Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a grasping branch unarmed attack; this attack is in the brawling weapon group and deals 2d8 bludgeoning damage plus Grab.\r\n * **Unyielding Will** Your mind becomes incredibly resilient to change. You're immune to being fascinated, and you get a +1 bonus to saves and DCs against mental effects.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1593","name":"Mariner's Curse","traits":["concentrate","curse","manipulate"],"type":"Spell","level":5,"source":"Player Core pg. 342","traditions":["arcane","occult","primal"],"cast":"","action":"2","range":"touch","targets":"1 creature","defense":"Will","description":"You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.\n \n \n **Critical Success** The target is unaffected. \n **Success** The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse. \n **Failure** The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by 4th-rank cleanse affliction or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1. \n **Critical Failure** As failure, but the target becomes sickened 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1601","name":"Mind Probe","traits":["uncommon","concentrate","linguistic","manipulate","mental"],"type":"Spell","level":5,"source":"Player Core pg. 343","traditions":["arcane","occult"],"cast":"1 minute","range":"30 feet","targets":"1 creature","defense":"Will","duration":"sustained up to 1 minute","description":"You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save. \n \n **Success** The target is unaffected. \n **Failure** Each round of the spell's duration, you can Sustain the spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful. Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result. \n **Critical Failure** As failure, and the target takes a –4 circumstance penalty to Deception checks against your questions","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1078","name":"Mirecloak","traits":["uncommon","divination","mental"],"type":"Spell","level":5,"legacy content":"   ","source":"Pathfinder #171: Hurricane's Howl pg. 78","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"up to 4 creatures","saving throw":"Fortitude","duration":"up to 1 minute","description":"You wrap the targeted creatures in thin, sickly green shrouds that sap information from attackers. The shroud settles about each target's shoulders, granting a +1 status bonus to AC and a +2 status bonus to Stealth checks, both only while the target is in dim light or darkness. \n \n If a creature deals damage in melee to or touches a cloaked creature, the cloak wraps around the attacker, temporarily connecting the psyches of the cloaked creature and the attacker and violently prying a random piece of interesting information from the attacker's mind. The attacker takes 2d8 mental damage and must attempt a Will save. Afterward, the spell ends for the cloaked creature, and the attacker is temporarily immune to mirecloak for 24 hours. \n \n **Critical Success** The attacker is unaffected. \n **Success** The attacker takes half damage. \n **Failure** The attacker takes full damage and is sickened 1. In addition, the cloaked creature gleans a piece of information from the attacker's mind. The details and extent of this information are at the GM's discretion. \n **Critical Failure** As failure, but the attacker takes double damage and is sickened 2.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=950","name":"Mirror Malefactors","traits":["illusion","mental","visual"],"type":"Spell","level":5,"legacy content":"   ","source":"Secrets of Magic pg. 116 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"basic Will","duration":"sustained up to 1 minute","description":"You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spell. These mirrors reflect the target, though if the target has no reflection, like a vampire, it's unaffected by mirror malefactors. As long as the target is surrounded by mirrors, it's frightened 1, and it can't reduce its frightened value. \n \n When you Cast the Spell, the reflections leap from the mirrors and attack the target, dealing 7d8 mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you Sustain the spell that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends.\n\n **Heightened (+1)** The damage for both the initial effect and on subsequent turns increases by 1d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1609","name":"Moon Frenzy","traits":["concentrate","manipulate","morph"],"type":"Spell","level":5,"source":"Player Core pg. 345","traditions":["primal"],"cast":"","action":"2","range":"30 feet","targets":"up to 5 willing creatures","duration":"1 minute","description":"A feral aspect overcomes the targets, filling them with strength and ferocity. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage. \n \n The targets can't use concentrate actions unless those actions also have the rage trait, with the exception of Seek. A creature can attempt to end the spell's effect on itself by using a single action, which has the rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself. \n \n If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.\n\n **Heightened (6th)** The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice. \n **Heightened (10th)** The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1613","name":"Nature's Pathway","traits":["uncommon","concentrate","manipulate","mental","plant","teleportation"],"type":"Spell","level":5,"source":"Player Core pg. 346","traditions":["primal"],"deity":"Erastil","cast":"1 minute","description":"You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees within range and can exit from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.\n\n **Heightened (6th)** The tree you exit can be up to 50 miles away. \n **Heightened (8th)** The tree you exit can be up to 500 miles away. \n **Heightened (9th)** The tree you exit can be anywhere on the same planet.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=653","name":"Pillars of Sand","traits":["uncommon","conjuration","earth"],"type":"Spell","level":5,"legacy content":"   ","source":"Pathfinder #155: Lord of the Black Sands pg. 74","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","duration":"sustained up to 1 minute","description":"You raise one or more pillars of solid sand from the earth. The total height of the pillars is 30 feet, which must be used in 10-foot increments (for example, you could create three 10-foot-tall pillars, one 20-foot-tall pillar and one 10-foot-tall pillar, or one 30-foot-tall pillar). Each pillar is 5 feet by 5 feet in length and width. The pillars must be conjured on a relatively flat area of natural earthen terrain such as sand, dirt, stone, or clay. Regardless of the terrain, the pillars are always made of tightly compacted sand particles that together become as hard and solid as stone (DC 15 Athletics to Climb). \n \n If a creature occupies the space where you cast this spell, it is carried upward atop the pillar. The creature can attempt a Reflex save (DC equal to the caster's spell DC); on a success, the creature can either attempt to Grab an Edge or move into an adjacent unoccupied square. If the pillar would rise higher than the ceiling, it firmly abuts the ceiling but does not rise any higher. A creature caught between a pillar and a ceiling takes no damage (subject to GM discretion, such as is in the case of stalactites or other hazards) but becomes immobilized. The creature can attempt an Escape check to free itself, but it must thereafter Grab an Edge, Climb down, or fall from the top of the pillar. The Grab an Edge and Escape DCs are the same as the Reflex save. \n \n As part of your action to Sustain the Spell, you can choose to either destroy one of your pillars, causing it to immediately crumble into nothing, or create a new pillar, as long as doing so wouldn't exceed the total number of feet of pillar you can create. You can Sustain the Spell two or more times on a single turn to destroy or create a pillar.\n\n **Heightened (+1)** The total height of the pillars increases by 10 feet, but must still be used in 10-foot increments (this also increases the total number of pillars that can be created by one).","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1637","name":"Plant Form","traits":["concentrate","manipulate","plant","polymorph","wood"],"type":"Spell","level":5,"source":"Player Core pg. 350","traditions":["primal"],"cast":"","action":"2","duration":"1 minute","description":"Taking inspiration from verdant creatures, you transform into a Large plant battle form. When you Cast this Spell, choose a listed battle form. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the plant trait. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of which battle form you choose: \r\n * AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 12 temporary Hit Points.\r\n * Resistance 10 to poison.\r\n * Low-light vision.\r\n * 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.\r\n * Athletics modifier of +19, unless your own is higher.\r\n\r\n\r\n You gain specific abilities based on the plant you choose:\r\n * **Arboreal** Speed 30 feet; Melee |1| branch (reach 15 feet), **Damage** 2d10 bludgeoning; Melee |1| foot, **Damage** 2d8 bludgeoning; you can speak in this form.\r\n * **Flytrap** Speed 15 feet; resistance 10 to acid; **Melee** |1| leaf (reach 10 feet), **Damage** 2d8 piercing, and you can spend an action after a hit to Grab the target.\r\n\r\n\r\n\n **Heightened (6th)** Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=971","name":"Portrait of the Artist","traits":["illusion","visual"],"type":"Spell","level":5,"legacy content":"  ","source":"Secrets of Magic pg. 122 1.1","traditions":["occult"],"cast":"1 minute (somatic, verbal, material)","duration":"1 hour","description":"You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either Perception or an appropriate Lore, whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be. \n \n This spell can't grant you any benefits from special abilities that take such skill they require a Performance check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to Earn Income from your art is also quite difficult; because it requires careful timing and repeated deceit, it can't be assumed to automatically work on an Earn Income check.","components":["1 minute (somatic","verbal","material)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1318","name":"Pressure Zone","traits":["air","concentrate","manipulate"],"type":"Spell","level":5,"source":"Rage of Elements pg. 71","traditions":["arcane","primal"],"cast":"","action":"3","range":"500 feet","area":"20-foot burst","defense":"Fortitude","duration":"1 minute","description":"Air pressure drops precipitously, causing pain and debilitation in creatures' inner ears and joints. Each living creature in the area of the spell when you cast it or that enters the area during the spell's duration must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is deafened and clumsy 1 until the end of its next turn, after which it's temporarily immune for 1 hour. \n **Failure** The creature is deafened and clumsy 2. At the end of each of its turns, it can attempt a new save if it's no longer in the pressure zone. On a success, it ends the effects and is temporarily immune for 1 hour. \n **Critical Failure** The creature is deafened and clumsy 2 for the duration of the spell. \n \nA creature deafened by this spell can attempt to end the condition by popping its ears. It can use a single action to attempt a new Fortitude save, losing the deafened condition from this spell on a success. Some creatures with anatomies that lack inner ears or joints might be immune to these effects, as determined by the GM."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1187","name":"Quicken Time","traits":["transmutation"],"type":"Spell","level":5,"legacy content":" ","source":"Dark Archive pg. 182","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"20-foot burst","duration":"1 minute","description":"You speed up the time stream in an area, stretching and pulling it until time flows swift and wild. Any creature that begins its turn in the area is quickened and can use the extra action each round to Stride or Strike. Unfortunately, speeding up time is much more difficult than slowing it down, and the effect is uneven and jittery, making accuracy between times painfully difficult; creatures inside the area are concealed to those outside it, and vice versa.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1293","name":"Rallying Banner","traits":["uncommon","auditory","illusion","visual"],"type":"Spell","level":5,"legacy content":"    ","source":"Firebrands pg. 90","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 willing creature","duration":"1 minute","description":"You create an illusory banner representing a revolution, social movement, or organization such as the Firebrands. This banner is 30 feet tall, 30 feet wide, and hovers 20 feet in the air above the target. The banner is surrounded by flashing colors, bursting fireworks, and the sounds of cheering crowds, which draw attention and make it clearly obvious that the target is the bearer of the banner. \n \n Your allies and any members of the banner's associated group who are within 200 feet and who can see and hear the banner are inspired by its presence. They gain a +1 status bonus to attack rolls and a +1 status bonus to saves against fear, emotion effects that inflict despair, and effects that would impose the confused or controlled condition. When the bearer of the banner would gain the fleeing condition, they can choose to stand their ground and be stunned for the effect's duration instead. \n \n During the duration, the target can touch a willing creature and transfer the banner to the touched creature, making them the new bearer of the banner. Touching a creature for this purpose is an action with the concentrate and manipulate traits.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=647","name":"Ravening Maw","traits":["uncommon","evil","healing","necromancy"],"type":"Spell","level":5,"legacy content":"    ","source":"Pathfinder #153: Life's Long Shadows pg. 67","traditions":["divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"one living creature","saving throw":"Will","duration":"3 rounds","description":"You evoke Zevgavizeb’s unceasing hunger and inflict it upon your target. The target becomes overwhelmed with cannibalistic hunger and can restore its vitality by feasting on the flesh of the fallen. On its turn, the target can use 2 actions (these actions have the manipulate trait) to cannibalize an adjacent dying or dead creature. If the cannibalized creature is dying, it dies. If the cannibalized creature is an ally of the target, the target regains 5d8 HP; otherwise, the target regains 5d4 HP. Certain monsters (such as those whose blood is acidic or magical) might inflict additional effects on those who cannibalize them at the GM’s discretion. Once cannibalized, a particular creature’s body doesn’t have enough meat to cannibalize again. During any round that there’s a dying or dead creature within 30 feet of the target, if the target can’t or doesn’t cannibalize a creature, the target takes 5d4 mental damage.\n\n **Heightened (+1)** The amount of HP restored by cannibalizing a creature increases by 1d8 for eating an ally and 1d4 otherwise, and the mental damage increases by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=982","name":"Repelling Pulse","traits":["evocation","force"],"type":"Spell","level":5,"legacy content":"  ","source":"Secrets of Magic pg. 125 1.1","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","area":"30-foot emanation","saving throw":"Reflex","description":"You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes 7d10 force damage depending on its Reflex save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is pushed 10 feet away from you. \n **Critical Failure** The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked prone.\n\n **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.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=848","name":"Return Beacon","traits":["uncommon","conjuration","teleportation"],"type":"Spell","level":5,"legacy content":"   ","source":"Pathfinder #166: Despair on Danger Island pg. 77","traditions":["arcane","occult"],"cast":"1 minute (material, somatic, verbal)","range":"30 feet","duration":"1 hour","description":"You create a unique planar beacon somewhere within the spell's range that remains in place. The beacon is invisible except when detected by detect magic, in which case it looks like a 10-foot-wide tower of bright light stretching into the sky. At any time during the duration of the beacon, you can complete a 1-minute activity, which has the concentrate and manipulate traits, to focus on the beacon and transport yourself and any items you're wearing and holding from your current space to the location of the beacon. Transporting yourself in this way ends the spell. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the beacon collapses, ending the spell, and the transportation attempt fails. \n \n Casting return beacon while a beacon is active causes the previous return beacon spell to end. If you are not within 1 mile of the beacon, your attempt to transport yourself to the beacon fails. If a solid object is in the same space as the beacon when you transport yourself, you arrive in the nearest open space to the beacon. If there is not an open space within 30 feet of the beacon, your attempt to transport yourself fails, but the beacon remains intact.\n\n **Heightened (7th)** The duration is 8 hours and you can transport yourself to the beacon from up to 100 miles away. \n **Heightened (8th)** The duration is 24 hours and you can transport yourself to the beacon from up to 1,000 miles away. In addition, you can bring 1 willing ally you touch with you when you transport to the beacon. \n **Heightened (9th)** The duration is 1 week and you can transport yourself to the beacon from anywhere on the same plane. In addition, you can bring up to 4 willing allies you touch with you when you transport to the beacon. \n **Heightened (10th)** The duration is unlimited and you can transport yourself to the beacon from any distance, even across other planes. In addition, you can bring up to 8 willing allies you touch when you transport to the beacon.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=985","name":"Rewinding Step","traits":["transmutation"],"type":"Spell","level":5,"legacy content":" ","source":"Secrets of Magic pg. 126 1.1","traditions":["arcane","divine","occult"],"cast":"1 minute (material, somatic, verbal)","duration":"10 minutes","description":"You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the concentrate trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. \n \n If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends.\n\n **Heightened (7th)** You can return if you're within 1,000 feet of your anchor space. \n **Heightened (9th)** You can return if you're within 1 mile of your anchor space.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=986","name":"Rip the Spirit","traits":["death","necromancy","negative"],"type":"Spell","level":5,"legacy content":"   ","source":"Secrets of Magic pg. 126 1.1","traditions":["divine","occult"],"cast":"to","action":"1","actionMax":"3","range":"30 feet","targets":"1 living creature","saving throw":"basic Fortitude","description":"You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes 5d6 negative damage, depending on its basic Fortitude save, and is drained 1 if it fails its save. The spell's effect is based on how many actions you spend when Casting the Spell. \n \n |1| **(somatic)** The spell targets one living creature in range. \n |2| **(somatic, verbal)** The spell targets one living creature in range and the damage is 10d6 negative instead of 5d6. \n |3| **(material, somatic, verbal)** The spell targets all living creatures in a 30-foot emanation.\n\n **Heightened (+1)** The amount of damage increases by 1d6, or by 2d6 for the 2-action version.","components":["to"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1217","name":"Ritual Obstruction","traits":["uncommon","abjuration","curse"],"type":"Spell","level":5,"legacy content":"   ","source":"Pathfinder #182: Graveclaw pg. 79","traditions":["arcane","divine","occult","primal"],"cast":"1 minute (material, somatic, verbal)","area":"60-foot burst","duration":"1 day","description":"You establish a zone of magical feedback that makes it impossible to succeed at rituals of this spell's level or lower in the area. Ritual obstruction ignores all cover, including walls and ceilings, to the extent of its area. Anyone attempting to cast a ritual within the area knows, when they begin to cast the ritual, the area is cursed to impede rituals. Any ritual cast in the area can't have a final result better than failure.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1124","name":"Scouring Pulse","traits":["uncommon","evocation","light","positive"],"type":"Spell","level":5,"legacy content":"    ","source":"Knights of Lastwall pg. 94","access":"Knights of Lastwall have access to this spell.","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"10-foot radius, 60-foot-tall cylinder","saving throw":"Reflex","description":"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.\n\n **Heightened (8th)** The positive damage increases to 9d8 damage, and the persistent positive damage increases to 2d8. Creatures remain suffused in light for 1d4 additional rounds after removing the persistent positive damage.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1661","name":"Scouting Eye","traits":["concentrate","manipulate","scrying"],"type":"Spell","level":5,"source":"Player Core pg. 355","traditions":["arcane","divine","occult"],"cast":"1 minute","range":"see text","duration":"sustained","description":"You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you. \n \n The first time you Sustain the spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Seek actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell.","components":["1 minute"],"oldName":"prying eye"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=716","name":"Secret Chest","traits":["conjuration"],"type":"Spell","level":5,"legacy content":" ","source":"Advanced Player's Guide pg. 225 2.0","traditions":["arcane","occult"],"deity":"The Offering Plate","cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"1 container and its contents, totaling 10 Bulk or less","duration":"until the next time you make your daily preparations","description":"You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties—the material from which it is made, any locks, or other features—are irrelevant to the casting of this spell, but the container can't contain any creatures. When you Cast this Spell, the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest. \n \n You can Dismiss the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1665","name":"Sending","traits":["concentrate","manipulate","mental"],"type":"Spell","level":5,"source":"Player Core pg. 356","traditions":["arcane","divine","occult"],"cast":"","action":"3","range":"planetary","targets":"1 creature you know well","description":"You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1666","name":"Shadow Blast","traits":["concentrate","manipulate","shadow"],"type":"Spell","level":5,"source":"Player Core pg. 356","traditions":["divine","occult"],"cast":"","action":"2","range":"varies","area":"varies","targets":"basic Reflex or Will (target's choice)","description":"You shape the shadow substance of the Netherworld into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, sonic, or spirit damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 6d8 damage of the type you chose to each creature in the area.\n\n **Heightened (+1)** The damage increases by 1d8."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=274","name":"Shadow Siphon","traits":["illusion","shadow"],"type":"Spell","level":5,"legacy content":"  ","source":"Core Rulebook pg. 368 4.0","traditions":["arcane","occult"],"bloodlines":"shadow, harrow","deities":"Dajermube, Kerkamoth, Sivanah","cast":"verbal","action":"reaction","trigger":"A spell or magical effect deals damage","range":"60 feet","targets":"the triggering spell","description":"Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage, but the spell otherwise works as normal. Treat shadow siphon's counteract level as 2 higher for this attempt.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1676","name":"Slither","traits":["concentrate","manipulate","shadow"],"type":"Spell","level":5,"source":"Player Core pg. 357","traditions":["arcane","occult"],"cast":"","action":"3","range":"120 feet","area":"20-foot burst","defense":"Reflex","duration":"1 minute","description":"A mass of snakes made of shadow rise up to capture creatures in the area. Each creature in the area when you Cast the Spell takes 3d6 piercing damage and 1d6 persistent poison damage from a biting snake, and it's grabbed or restrained depending on its Reflex save. A creature that ends its turn in the area must also attempt this save, even if it's already grabbed or restrained by the snakes. You can Dismiss the spell. \n \n **Success** The creature is unaffected. \n **Failure** The creature takes full damage and is grabbed by a snake. The snakes' Escape DC is equal to your spell DC. A creature can attack a snake to release the creature. A snake's AC is equal to your spell DC, and it's destroyed if it takes 12 or more damage at once. New snakes continually regrow as long as the spell lasts, so destroying snakes doesn't prevent slither from capturing more creatures. \n **Critical Failure** As failure, but the creature takes double damage and is restrained by a snake.\n\n **Heightened (+2)** The persistent poison damage increases by 1d6 and snake HP increases by 6.","oldName":"black tentacles"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1226","name":"Soulshelter Vessel","traits":["uncommon","good","healing","necromancy"],"type":"Spell","level":5,"legacy content":"    ","source":"Pathfinder #183: Field of Maidens pg. 79","traditions":["divine","occult","primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 willing creature and 1 non-magical stone object of 1 or 2 Bulk","duration":"10 minutes","description":"You connect the spirit of the target creature with the target object, giving their spirit a durable vessel that protects and empowers their body. You create a pool of healing within the object, which starts out with 40 HP worth of healing per Bulk of the object. (These HP can only be used by the creature, and don't increase the object's HP.) When you Cast the Spell, the targeted creature regains 10 HP, which come out of the object's pool. You can also spend a single action—which has the concentrate, good, healing, necromancy, and positive traits—to repeat this transfer. When the pool is empty, the object becomes broken. The spell ends if the object becomes broken or the targets are no longer within 500 feet of each other. \n \n If the target creature would be reduced to 0 Hit Points, the creature regains either 20 HP or the amount left in the object's pool, whichever is lower. The object immediately becomes broken, ending the spell.\n\n **Heightened (+2)** Increase the maximum Bulk of the item by 1 (potentially increasing the size of the healing pool), the amount of HP exchanged each time the stone is used by 5, and the amount of HP exchanged when the creature would be reduced to 0 HP by 10 (or by the amount left in the pool, if it's lower).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1682","name":"Speak with Stones","traits":["concentrate","earth","manipulate"],"type":"Spell","level":5,"source":"Player Core pg. 358","traditions":["divine","occult","primal"],"cast":"","action":"2","duration":"1 hour","description":"You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them.\n\n **Heightened (6th)** The duration is 8 hours."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1688","name":"Spiritual Guardian","traits":["concentrate","manipulate","sanctified","spirit"],"type":"Spell","level":5,"source":"Player Core pg. 359","traditions":["divine"],"cast":"","action":"2","range":"120 feet","duration":"sustained up to 1 minute","description":"A Medium guardian made of magical force appears in an unoccupied space in range. The spiritual guardian is translucent and wields a ghostly echo of one weapon you're wielding or wearing. If you have a deity, the guardian takes the form of one of your deity's attendants or servitors. If you sanctify the spell, the guardian's attacks are sanctified as well. \n \n Creatures can move through the guardian's space but can't end their movement in it. You and your allies can flank with the guardian. The guardian doesn't have any other attributes a creature would normally have, aside from 50 Hit Points that it can't recover by any means and that it can lose only when protecting a creature (see below). \n \n When you Cast the Spell and each time you Sustain it, you can have the guardian move to any unoccupied space within 120 feet of you and either attack or protect. \r\n * **Attack** The guardian makes a melee spell attack against an adjacent creature, dealing 3d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty.\r\n * **Protect** The guardian protects a creature of your choice. Each time the chosen creature would take damage and the guardian is adjacent to it, the guardian takes the first 10 damage instead of the ally. This protection lasts until you command the guardian to attack or to protect a different creature, or the guardian is destroyed.\r\n\r\n\r\n\n **Heightened (+2)** The guardian's damage increases by 1d8, and its Hit Points increase by 20."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1267","name":"Spiritual Torrent","traits":["uncommon","necromancy"],"type":"Spell","level":5,"legacy content":"  ","source":"Pathfinder #186: Ghost King's Rage pg. 76","traditions":["divine","occult"],"cast":"or","action":"2","actionMax":"3","range":"60 feet","area":"varies","targets":"varies","saving throw":"basic Fortitude","description":"You release your spiritual essence in a torrential blast of energy, dealing 10d6 damage. If you're a living creature, this spell deals positive damage and gains the positive trait. If you're an undead creature, this spell deals negative damage and gains the negative trait. The spell's effect is based on how many actions you spend when Casting the Spell. \r\n * (somatic, verbal) The spell targets all creatures in a 60-foot line.\r\n * |3| (material, somatic, verbal) The spell targets all creatures in a 60-foot cone.\r\n\r\n\r\n\n **Heightened (+1)** The spell's damage increases by 2d6.","components":["or"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1188","name":"Stagnate Time","traits":["transmutation"],"type":"Spell","level":5,"legacy content":" ","source":"Dark Archive pg. 182","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"20-foot burst","saving throw":"Will","duration":"1 minute","description":"You examine the time stream in a particular area, then proceed to stick a few metaphorical pins into it, thickening and slowing down the flow of time until it rumbles along like a river of molasses. Any creature that begins its turn in the area must attempt a Will save. \n \n **Success** The creature is unaffected. \n **Failure** The creature is slowed 1 this turn. \n **Critical Failure** The creature is slowed 2 this turn.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1074","name":"Stormburst","traits":["uncommon","electricity","evocation"],"type":"Spell","level":5,"legacy content":"   ","source":"Pathfinder #171: Hurricane's Howl pg. 77","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","area":"15-foot burst","saving throw":"Reflex","description":"Your voice projects like cracking thunder as you summon a localized storm, creating a fearsome surge of lightning and wind that deals 6d6 electricity damage. Each creature must attempt a Reflex saving throw. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is knocked prone. \n **Critical Failure** The creature takes double damage, is knocked prone, and is stunned 1.\n\n **Heightened (7th)** The damage increases to 8d6, and targets who critically fail are stunned 2. \n **Heightened (9th)** The damage increases to 10d6, and targets who critically fail are stunned 3.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=719","name":"Strange Geometry","traits":["illusion"],"type":"Spell","level":5,"legacy content":" ","source":"Advanced Player's Guide pg. 226 2.0","traditions":["occult"],"deities":"Suyuddha, The Enlightened Scholar's Path","cast":"material, somatic, verbal","action":"3","range":"60 feet","area":"4 cubes, each 10 feet on a side","saving throw":"Will","duration":"1 minute","description":"You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal. \n \n **Success** The creature disbelieves the illusion. \n **Failure** All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1692","name":"Subconscious Suggestion","traits":["concentrate","incapacitation","linguistic","manipulate","mental","subtle"],"type":"Spell","level":5,"source":"Player Core pg. 359","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"You implant a subconscious suggestion deep within the target's mind for them to follow when a trigger you specify occurs (as described on page 303). You suggest a course of action to the target. Your directive must be phrased in such a way as to seem like a logical course of action to the target, and it can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected and knows you tried to control it. \n **Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. \n **Failure** The suggestion remains in the target's subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects. \n **Critical Failure** As failure, but the duration is 1 hour.\n\n **Heightened (9th)** You can target up to 10 creatures."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1004","name":"Summon Anarch","traits":["conjuration"],"type":"Spell","level":5,"legacy content":" ","source":"Secrets of Magic pg. 131 1.1","traditions":["divine"],"cast":"material, somatic, verbal","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You conjure a chaotic celestial, monitor, or fiend to fight on your behalf. You summon a common chaotic creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon.\n\n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level 1 Anarchs** Lyrakien (CG), Ostovite (CE), Quasit (CE), Voidworm (CN) **Level 2 Anarchs** Dretch (CE) **Level 3 Anarchs** Akizendri (CN), Vermlek (CE), Yeth Hound (CE) **Level 4 Anarchs** Abrikandilu (CE), Barghest (CE), Gancanagh (CG) **Level 5 Anarchs** Azuretzi (CN), Brimorak (CE) **Level 6 Anarchs** Babau (CE), Bralani (CG) **Level 7 Anarchs** Gluttondark Babau (CE), Invidiak (CE), Lillend (CG), Naunet (CN), Succubus (CE) **Level 8 Anarchs** Nabasu (CE) **Level 9 Anarchs** Garuda (CG), Vrock (CE) **Level 10 Anarchs** Bebilith (CE), Einherji (CN), Imentesh (CN), Kalavakus (CE) **Level 11 Anarchs** Hezrou (CE) **Level 12 Anarchs** Valkyrie (CN) **Level 13 Anarchs** Ghaele (CG), Glabrezu (CE), Ice Yai (CE) **Level 14 Anarchs** Nalfeshnee (CE), Peri (CG) **Level 15 Anarchs** Hegessik (CN)","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1006","name":"Summon Axiom","traits":["conjuration"],"type":"Spell","level":5,"legacy content":" ","source":"Secrets of Magic pg. 131 1.1","traditions":["divine"],"cast":"material, somatic, verbal","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You conjure a lawful celestial, monitor, or fiend to fight on your behalf. You summon a common lawful creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon.\n\n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level 0 Axioms** Lemure (LE) **Level 1 Axioms** Arbiter (LN), Augur (LE), Doru (LE), Imp (LE), Lantern Archon (LG), Shaukeen (LE) **Level 3 Axioms** Hell Hound (LE), Zebub (LE) **Level 4 Axioms** Aghash (LE), Horned Archon (LG), Hound Archon (LG) **Level 5 Axioms** Barbazu (LE), Dandasuka (LE), Ostiarius (LE) **Level 6 Axioms** Evangelist (LE) **Level 7 Axioms** Adhukait (LE), Hellcat (LE), Legion Archon (LG), Levaloch (LE), Pairaka (LE), Theletos (LN) **Level 8 Axioms** Axiomite (LN), Erinys (LE), Hellwasp Swarm (LE), Onidoshi (LE), Sarglagon (LE) **Level 9 Axioms** Nessian Warhound (LE), Osyluth (LE), Zelekhut (LN) **Level 10 Axioms** Phistophilus (LE), Raja Rakshasa (LE), Sacristan (LE), Shield Archon (LG), Soul Skelm (LE) **Level 11 Axioms** Hamatula (LE), Munagola (LE) **Level 12 Axioms** Interlocutor (LE), Japalisura (LE), Kolyarut (LN) **Level 13 Axioms** Gelugon (LE) **Level 14 Axioms** Fire Yai (LE), Gylou (LE), Nikaramsa (LE), Sepid (LE), Trumpet Archon (LG) **Level 15 Axioms** Marut (LN)","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1695","name":"Summon Celestial","traits":["concentrate","holy","manipulate","summon"],"type":"Spell","level":5,"source":"Player Core pg. 360","traditions":["divine"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the celestial trait and whose level is 5 or lower to fight for you. The GM might determine your deity restricts the specific types of celestials you can summon in certain cases. For instance, Calistria doesn't typically allow her followers to summon aeons.\n\n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level 1 Celestials** Cassisian , Lantern Archon , Lyrakien , Silvanshee **Level 4 Celestials** Gancanagh , Horned Archon , Hound Archon **Level 6 Celestials** Bralani , Choral , Vulpinal **Level 7 Celestials** Legion Archon , Lillend **Level 8 Celestials** Balisse , Procyal **Level 9 Celestials** Garuda **Level 10 Celestials** Movanic Deva , Shield Archon **Level 12 Celestials** Monadic Deva **Level 13 Celestials** Ghaele **Level 14 Celestials** Astral Deva , Peri , Trumpet Archon "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1697","name":"Summon Dragon","traits":["concentrate","manipulate","summon"],"type":"Spell","level":5,"source":"Player Core pg. 360","traditions":["arcane","divine","occult","primal"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the dragon trait and whose level is 5 or lower to fight for you. If the dragon has a magical tradition trait (arcane, divine, occult, or primal), you can summon it only if you're using that tradition to cast summon dragon.\n\n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level 1 Dragons** House Drake **Level 2 Dragons** Shadow Drake , Tatzlwyrm **Level 3 Dragons** River Drake **Level 5 Dragons** Flame Drake **Level 6 Dragons** Jungle Drake , Sea Drake , Wyvern , Young White Dragon **Level 7 Dragons** Frost Drake , Young Black Dragon , Young Brass Dragon **Level 8 Dragons** Desert Drake , Young Copper Dragon , Young Green Dragon **Level 9 Dragons** Dragon Turtle , Young Blue Dragon , Young Bronze Dragon , Zombie Dragon **Level 10 Dragons** Adult White Dragon , Peluda , Young Red Dragon , Young Silver Dragon **Level 11 Dragons** Adult Black Dragon , Adult Brass Dragon , Young Gold Dragon **Level 12 Dragons** Adult Copper Dragon , Adult Green Dragon **Level 13 Dragons** Adult Blue Dragon , Adult Bronze Dragon **Level 14 Dragons** Adult Red Dragon , Adult Silver Dragon **Level 15 Dragons** Adult Gold Dragon "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1699","name":"Summon Entity","traits":["concentrate","manipulate","summon"],"type":"Spell","level":5,"source":"Player Core pg. 360","traditions":["occult"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the aberration trait and whose level is 5 or lower to fight for you.\n\n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level 0 Aberrations** Grindylow **Level 1 Aberrations** Flumph , Reefclaw , Skinskitter **Level 2 Aberrations** Choker , Cobbleswarm , Sinspawn **Level 3 Aberrations** D'ziriak , Grothlut , Rust Monster , Scalescribe , Vampiric Mist , Web Lurker **Level 4 Aberrations** Faceless Stalker , Mimic , Otyugh , Shanrigol Heap **Level 5 Aberrations** Cloaker , Gibbering Mouther , Penanggalan **Level 6 Aberrations** Drider , Skrik Nettle , Will-o’-Wisp **Level 7 Aberrations** Chuul **Level 8 Aberrations** Destrachan , Fleshforged Conformer , K'nonna , Manananggal , Muckish Creep **Level 9 Aberrations** Blood Painter , Galvo , Irnakurse **Level 10 Aberrations** Ghonhatine , Gug , Nilith , Ofalth **Level 11 Aberrations** Quoppopak **Level 12 Aberrations** Gogiteth **Level 13 Aberrations** Irlgaunt **Level 14 Aberrations** Angoyang , Doprillu , Grikkitog , Sickened Doprillu **Level 15 Aberrations** Quelaunt "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1701","name":"Summon Fiend","traits":["concentrate","manipulate","summon","unholy"],"type":"Spell","level":5,"source":"Player Core pg. 361","traditions":["divine"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the fiend trait and whose level is 5 or lower to fight for you. The GM might determine your deity restricts the specific types of fiends you can summon in certain cases. For instance, archdevils typically allow their followers to summon devils, but not other fiends.\n\n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level 0 Fiends** Lemure **Level 1 Fiends** Augur , Cacodaemon , Doru , Esipil , Imp , Ostovite , Quasit , Shaukeen **Level 2 Fiends** Dretch **Level 3 Fiends** Hell Hound , Vermlek , Yeth Hound , Zebub **Level 4 Fiends** Abrikandilu , Aghash , Barghest , Nucol **Level 5 Fiends** Barbazu , Brimorak , Dandasuka , Karina , Ostiarius **Level 6 Fiends** Babau , Ceustodaemon , Evangelist , Nightmare , Wihsaak **Level 7 Fiends** Adhukait , Gluttondark Babau , Hellcat , Invidiak , Levaloch , Pairaka , Succubus **Level 8 Fiends** Erinys , Hellwasp Swarm , Nabasu , Onidoshi , Sarglagon **Level 9 Fiends** Leukodaemon , Nessian Warhound , Night Hag , Osyluth , Pakalchi , Vrock **Level 10 Fiends** Bebilith , Kalavakus , Phistophilus , Piscodaemon , Raja Rakshasa , Sacristan , Soul Skelm **Level 11 Fiends** Greater Nightmare , Hamatula , Hezrou , Meladaemon , Munagola **Level 12 Fiends** Derghodaemon , Interlocutor , Japalisura **Level 13 Fiends** Gelugon , Glabrezu , Ice Yai , Thanadaemon **Level 14 Fiends** Chakanaj , Fire Yai , Gylou , Nalfeshnee , Nikaramsa , Sepid **Level 15 Fiends** Crucidaemon , Taiga Yai "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1702","name":"Summon Giant","traits":["concentrate","manipulate","summon"],"type":"Spell","level":5,"source":"Player Core pg. 361","traditions":["primal"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the giant trait and whose\nlevel is 5 or lower to fight for you.\n\n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level 3 Giants** Ogre Warrior **Level 4 Giants** Ogre Glutton **Level 5 Giants** Troll **Level 6 Giants** Cave Giant , Ettin , Wood Giant **Level 7 Giants** Hill Giant , Ogre Boss **Level 8 Giants** Marsh Giant , Onidoshi , Stone Giant **Level 9 Giants** Desert Giant , Frost Giant **Level 10 Giants** Fire Giant , Troll King **Level 11 Giants** Cloud Giant **Level 12 Giants** Athach , Taiga Giant , Tomb Giant **Level 13 Giants** Ice Yai , Shadow Giant , Storm Giant **Level 14 Giants** Fire Yai , Plague Giant **Level 15 Giants** Taiga Yai "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1257","name":"Summon Healing Servitor","traits":["uncommon","healing","incarnate","necromancy","positive"],"type":"Spell","level":5,"legacy content":"     ","source":"Impossible Lands pg. 306","traditions":["divine","primal"],"cast":"material, somatic, verbal","action":"3","range":"100 feet","duration":"until the end of your next turn","description":"You call forth a servitor forged from raw positive energy to heal and bolster your allies. The servitor occupies the space of a Huge creature and has a speed of 60 feet. \n \n **Arrive** (healing, necromancy, positive) Servitor's Protection The servitor appears in a flash of light, moving from ally to ally and granting them a temporary reprieve. All allies within 20 feet of the Servitor gain 20 temporary Hit Points until the servitor departs. \n \n **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.\n\n **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.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1704","name":"Summon Monitor","traits":["concentrate","manipulate","summon"],"type":"Spell","level":5,"source":"Player Core pg. 361","traditions":["divine"],"cast":"","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You summon a creature that has the monitor trait and whose level is 5 or lower to fight for you. The GM might determine your deity restricts the specific types of monitors you can summon in certain cases. For instance, Urgathoa typically doesn't allow her followers to summon psychopomps.\n\n **Heightened (6th)** Level 7. \n **Heightened (7th)** Level 9. \n **Heightened (8th)** Level 11. \n **Heightened (9th)** Level 13. \n **Heightened (10th)** Level 15. \n **Level 1 Monitors** Arbiter , Nosoi , Voidworm **Level 3 Monitors** Akizendri , Esobok **Level 5 Monitors** Azuretzi , Catrina **Level 7 Monitors** Naunet , Theletos , Vanth **Level 8 Monitors** Axiomite **Level 9 Monitors** Zelekhut **Level 10 Monitors** Einherji , Imentesh **Level 11 Monitors** Algea **Level 12 Monitors** Kolyarut , Valkyrie **Level 15 Monitors** Hegessik , Marut , Morrigna "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1710","name":"Synaptic Pulse","traits":["concentrate","incapacitation","manipulate","mental"],"type":"Spell","level":5,"source":"Player Core pg. 362","traditions":["occult"],"cast":"","action":"2","area":"30-foot emanation","defense":"Will","duration":"1 round","description":"You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is stunned 1. \n **Failure** The creature is stunned 2. \n **Critical Failure** The creature is stunned for 1 round."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=328","name":"Synesthesia","traits":["divination","mental"],"type":"Spell","level":5,"legacy content":"  ","source":"Core Rulebook pg. 376 4.0","traditions":["occult"],"deity":"Narriseminek","cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"1 minute","description":"The target's senses are suddenly rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on. This has three effects, and the target must attempt a Will save. \r\n * Due to the distraction, the target must succeed at a DC 5 flat check each time it uses a concentrate action, or the action fails and is wasted. \r\n * The target's difficulty processing visual input makes all creatures and objects concealed from it. \r\n * The creature has trouble moving, making it clumsy 3 and giving it a –10-foot status penalty to its Speeds.\r\n\r\n\r\n \n \n **Critical Success** The target is unaffected. \n **Success** The target is affected for 1 round. \n **Failure** The target is affected for 1 minute. \n **Critical Failure** As failure, and the target is stunned 2 as it attempts to process the sensory shifts.\n\n **Heightened (9th)** You can target up to five creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1716","name":"Telekinetic Haul","traits":["concentrate","manipulate"],"type":"Spell","level":5,"source":"Player Core pg. 362","traditions":["arcane","occult"],"deity":"Nethys","cast":"","action":"2","range":"120 feet","targets":"1 unattended object of up to 80 Bulk with no dimension longer than 20 feet","duration":"sustained up to 1 minute","description":"You move the target up to 20 feet, potentially suspending it in midair. When you Sustain the spell, you can do so again, or you can shift your telekinetic focus to a different eligible target within range, moving it instead."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=335","name":"Telepathic Bond","traits":["uncommon","divination","mental"],"type":"Spell","level":5,"legacy content":"   ","source":"Core Rulebook pg. 377 4.0","traditions":["arcane","occult"],"cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"you and up to 4 willing creatures touched","duration":"8 hours","description":"The targets can communicate telepathically with any or all of the other targets from any point on the same planet.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1016","name":"Temporary Glyph","traits":["abjuration"],"type":"Spell","level":5,"legacy content":" ","source":"Secrets of Magic pg. 136 1.1","traditions":["arcane","divine","occult","primal"],"spell list":"elemental","cast":"material, somatic, verbal","action":"3","range":"30 feet","area":"a 5-foot square","duration":"1 minute","description":"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. \n \n 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. \n \n You can Dismiss temporary glyph.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1722","name":"Toxic Cloud","traits":["concentrate","death","manipulate","poison"],"type":"Spell","level":5,"source":"Player Core pg. 363","traditions":["arcane","primal"],"cast":"","action":"3","range":"120 feet","area":"20-foot burst","defense":"basic Fortitude","duration":"1 minute","description":"You conjure a poisonous fog. This functions as mist, except the area moves 10 feet away from you each round. A breathing creature that starts its turn in the area takes 6d8 poison damage with a basic Fortitude save. You can Dismiss the spell.\n\n **Heightened (+1)** The damage increases by 1d8.","oldName":"cloudkill"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=724","name":"Transmute Rock and Mud","traits":["earth","transmutation"],"type":"Spell","level":5,"legacy content":"  ","source":"Advanced Player's Guide pg. 226 2.0","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"60 feet","area":"2 adjacent 10-foot cubes","description":"You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you Cast the Spell.\r\n * **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. \n \n**Critical Success** The creature escapes the mud and is atop the stone, unaffected. \n**Success** The creature climbs out of the mud as it turns to rock and is prone atop the stone. \n**Failure** The creature is partially stuck in the mud and is grabbed for 1 round or until it Escapes, whichever comes first. \n**Critical Failure** The creature is entirely stuck. It is restrained for 1 round or until it Escapes, whichever comes first.\r\n * **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 Athletics). 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.\r\n\r\n\r\n\n **Heightened (+2)** Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1728","name":"Truespeech","traits":["uncommon","concentrate","manipulate"],"type":"Spell","level":5,"source":"Player Core pg. 364","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"touch","targets":"1 creature","duration":"1 hour","description":"The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn't know what language that is.\n\n **Heightened (7th)** The duration is 8 hours.","oldName":"tongues"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1729","name":"Umbral Journey","traits":["uncommon","concentrate","manipulate","shadow","teleportation"],"type":"Spell","level":5,"source":"Player Core pg. 364","traditions":["arcane","occult"],"deity":"Zon-Kuthon","cast":"1 minute","range":"touch","targets":"you and up to 10 willing creatures touched","duration":"8 hours","description":"You move partially into the Netherworld, using its warped nature to speed your travels. Each hour, you cover roughly as much ground as you normally would in 3 days (page 438). The landmarks are vague and symbolic rather than concrete, leaving you within a mile of your intended destination when you Dismiss the spell or its duration ends.","components":["1 minute"],"oldName":"shadow walk"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=727","name":"Wall of Flesh","traits":["necromancy"],"type":"Spell","level":5,"legacy content":" ","source":"Advanced Player's Guide pg. 227 2.0","traditions":["divine","occult","primal"],"cast":"material, somatic","action":"2","range":"20 feet","duration":"10 minutes","description":"You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall can't be Repaired but can be healed by positive energy and healing spells and abilities. \n \n When you Cast the Spell, choose one of the following features for your wall.\r\n * **Arms** The wall is a mass of grasping arms. Any creature that ends its turn within 5 feet of the wall must attempt a Reflex save. \n \n**Success** The creature is unaffected. \n**Failure** The creature is grabbed by the wall for 1 round or until it Escapes against your spell DC, whichever comes first. \n**Critical Failure** The creature is restrained by the wall for 1 round or until it Escapes against your spell DC, whichever comes first.\r\n * **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.\r\n * **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 2d6 piercing damage. The mouths are capable of consuming potions; since the wall is alive, it can recover Hit Points from a potion of healing, 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.\r\n\r\n\r\n","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1750","name":"Wall of Ice","traits":["cold","concentrate","manipulate","water"],"type":"Spell","level":5,"source":"Player Core pg. 367","traditions":["arcane","primal"],"cast":"","action":"3","range":"120 feet","duration":"1 minute","description":"You sculpt an ice barrier that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. \n \n Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing through it.\n\n **Heightened (+2)** The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1751","name":"Wall of Stone","traits":["concentrate","earth","manipulate"],"type":"Spell","level":5,"source":"Player Core pg. 367","traditions":["arcane","primal"],"cast":"","action":"3","range":"120 feet","description":"You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. \n \nEach 10-foot-by-10-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain.\n\n **Heightened (+2)** The Hit Points of each section of the wall increase by 15."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1757","name":"Wave of Despair","traits":["concentrate","emotion","manipulate","mental"],"type":"Spell","level":5,"source":"Player Core pg. 369","traditions":["arcane","occult"],"cast":"","action":"2","area":"30-foot cone","defense":"Will","duration":"1 or more rounds","description":"You inflict despair on creatures in the area. The effects for each creature are determined by its Will save. \n \n **Critical Success** The creature is unaffected. \n **Success** For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably. \n **Failure** As success, but the duration is 1 minute. \n **Critical Failure** As failure, and the creature is automatically slowed 1 for 1 minute.\n\n **Heightened (7th)** The area increases to a 60-foot cone.","oldName":"crushing despair"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1326","name":"Wisdom of the Winds","traits":["uncommon","air","concentrate","manipulate"],"type":"Spell","level":5,"source":"Rage of Elements pg. 73","traditions":["arcane","divine","occult","primal"],"cast":"1 minute","duration":"varies","description":"You ask a question of the spirits of air, imploring them to send signals through the winds to help you find your way. You might be guided by air elementals, anemoi, or even the Lords of Air themselves. You receive guidance as either words of wisdom or a rustling wind that guides you to a helpful destination—whichever the spirits think will be most beneficial. The spirits don't give guidance you can't follow, such as winds that lead somewhere you can't reach, nor do they give advice that will help their causes at the expense of your own. If you've upset all the spirits of air, they don't mislead you but do refuse to guide you.\r\n * **Guiding Gale** (detection) A noticeable wind flows continuously toward a destination the spirits think will be valuable for you to find. Though you can't ask for a specific destination, the spirits understand your current circumstances and urgent priorities. They won't lead you to a location you're already aware of or can currently see, unless this might lead you to a fruitful destination you've already dismissed as an option. The spell has a duration of 8 hours or until you reach the destination, whichever comes first. When you arrive, the winds swirl in playful circles and then disperse to make it clear you're in the right place.\r\n * **Voice of the Sky** (auditory, linguistic, prediction) A voice on the wind, clearly audible to you, gives you advice on a course of action that holds positive potential for you. This advice is rarely more than two or three sentences long, typically spoken in Sussuran if you understand it, and Common if not. If you can't hear, the spirits blow small objects around to mimic written words or sign language. If following the advice poses great danger, the spirits typically note this risk but rarely go into detail. The advice is instant, so the spell doesn't have a duration.\r\n\r\n\r\n","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=830","name":"Wyvern Sting","traits":["uncommon","necromancy","poison"],"type":"Spell","level":5,"legacy content":"   ","source":"Pathfinder #160: Assault on Hunting Lodge Seven pg. 81","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Fortitude","description":"You duplicate the venomous sting of a wyvern. You deal 3d4 piercing damage to the touched creature and afflict it with wyvern venom. If the target takes piercing damage, they must attempt a Fortitude save. \n **Critical Success** The target is unaffected. \n **Success** The target takes 5d6 poison damage. \n **Failure** The target is afflicted with wyvern venom at stage 1. \n **Critical Failure** The target is afflicted with wyvern venom at stage 2. \n \n **Wyvern Venom** (poison) **Level** 9; **Maximum Duration** 6 rounds; **Stage 1** 5d6 poison damage (1 round); **Stage 2** 6d6 poison damage (1 round); **Stage 3** 8d6 poison damage (1 round)","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1399","name":"Arrow Salvo","traits":["concentrate","manipulate","wood"],"type":"Spell","level":6,"source":"Rage of Elements pg. 196","traditions":["arcane","primal"],"cast":"","action":"2","range":"100 feet","area":"30-foot burst","defense":"basic Reflex","description":"You conjure an immense wooden bow that launches a salvo of massive arrows at all nearby enemies. All creatures in the affected area take 8d10 piercing damage, with a basic Reflex save. On a critical failure, the target is knocked prone from the force of the impact.\n\n **Heightened (+1)** Increase the damage by 1d10."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=847","name":"Aura of the Unremarkable","traits":["uncommon","illusion","mental"],"type":"Spell","level":6,"legacy content":"   ","source":"Pathfinder #166: Despair on Danger Island pg. 77","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","area":"30-foot emanation","duration":"sustained up to 1 minute","description":"You and allies in the area appear to be completely innocuous to other creatures within the spell's area, regardless of the actions you're committing. For example, if you and your allies are loudly interrogating a local for information or aiming a crossbow at a noble from a balcony, creatures who can see you might not think this is unusual. Non-allied creatures in the emanation must attempt a Will save. \n \n **Critical Success** The creature sees your actions as they really are and announces them as such. All other creatures in the area gain a +1 circumstance bonus to their Will saves to recognize your actions as they really are. \n **Success** The creature sees your actions as they really are. \n **Failure** The creature believes your actions are normal and unworthy of concern. \n **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. \n \n 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).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1183","name":"Awaken Entropy","traits":["necromancy"],"type":"Spell","level":6,"legacy content":" ","source":"Dark Archive pg. 181","traditions":["arcane","divine","occult"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"10-foot burst","saving throw":"basic Fortitude","duration":"sustained up to 1 minute","description":"All things age, all things die, and at the end of days even the universe will grow quiet and still. You awaken the cosmic principle of entropy, accelerating time in an area—flesh falters, plants shrivel, and even stone begins to crumble. Any creature that enters or begins its turn in the area must succeed at a basic Fortitude save or take 8d6 negative damage, or 8d6 force damage if the creature normally doesn't take negative damage, such as if the creature is a construct or undead. Even beings such as fiends with unlimited lifespans can be worn away by entropy. \n \n The first time you Sustain the Spell on each subsequent turn, the entropic zone grows stronger in addition to having its duration increased. The radius of the burst increases by 10 feet (to a maximum of 40 feet), and the size of the damage dice increases by one step (from d6 to d8, then to d10, and finally to d12).\n\n **Heightened (+1)** The damage increases by 1d6.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=671","name":"Blanket of Stars","traits":["illusion"],"type":"Spell","level":6,"legacy content":" ","source":"Advanced Player's Guide pg. 215 2.0","traditions":["occult","primal"],"deity":"Cosmic Caravan","cast":"somatic, verbal","action":"2","saving throw":"Will","duration":"10 minutes","description":"A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to Stealth checks to Hide and Sneak. While outside under a starry night sky, you're also invisible as long as you remain still. When moving under a starry night sky, you are concealed instead. \n \n Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, visual effect. \n \n **Success** The creature is unaffected. \n **Failure** The creature is dazzled until the end of its next turn. \n **Critical Failure** The creature is confused and dazzled until the end of its next turn.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1452","name":"Blessed Boundary","traits":["concentrate","force","manipulate","sanctified"],"type":"Spell","level":6,"source":"Player Core pg. 318","traditions":["divine"],"cast":"","action":"3","range":"120 feet","area":"up to a 60-foot burst","defense":"Reflex","duration":"1 minute","description":"Manifestations of divine force appear in the hundreds, swirling in a massive, protective sphere. These typically look like spiky fragments, but often take on an appearance themed to the deity of the caster. The sphere is hollow, with the manifestations forming a shell 2 inches deep on the outer edge. You can choose to make the burst smaller, in 5-foot increments, when you cast it. \n \n The shell provides cover and can intersect solid terrain without affecting it. The shell deals 7d8 force damage to each creature who intersects with the shell when the sphere's created, or who attempts to move through the shell. The creature also takes the damage at the end of its turn, but only if it didn't already take damage from the shell that turn. The effects are determined by a creature's Reflex save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage, is pushed up to 10 feet in the direction of your choice, and ends its movement. \n **Critical Failure** The creature takes double damage, is pushed up to 20 feet in the direction of your choice, and ends its movement.\n\n **Heightened (+1)** The damage increases by 1d8.","oldName":"blade barrier"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=672","name":"Blinding Fury","traits":["curse","emotion","enchantment","incapacitation","mental"],"type":"Spell","level":6,"legacy content":"     ","source":"Advanced Player's Guide pg. 216 2.0","traditions":["divine","occult","primal"],"cast":"verbal","action":"reaction","trigger":"A creature damages you.","range":"60 feet","targets":"the triggering creature","saving throw":"Will","duration":"varies","description":"You curse the target with your outrage at being attacked. The effect is determined by the target's Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target can't observe you until the end of its turn, and if you're currently observed by it, you become hidden to it. \n **Failure** As success, and for 1 minute, every time the target damages you, it can't observe you until the end of its turn. \n **Critical Failure** As success, and for an unlimited duration, the first time each round the target damages a creature, it can't observe that creature until the end of its turn. If it damages several creatures at once, the creature it can't perceive is chosen randomly among those creatures.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1262","name":"Bound in Death","traits":["uncommon","curse","necromancy"],"type":"Spell","level":6,"legacy content":"   ","source":"Pathfinder #186: Ghost King's Rage pg. 75","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 enemy","saving throw":"Will","duration":"sustained up to 1 minute","description":"You tether another creature's spirit to your own, shunting part of the damage dealt to you onto one of your foes. You create a life link between yourself and the target. Each time an effect damages you, the target attempts a Will save, which can cause it to take part of the damage, as detailed below. The spell ends if the target is ever more than 120 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved, and then the spell ends. \n \n Each time you sustain this spell, you can choose to deal 6d8 damage to yourself, which can be reduced with bound in death as normal. \n \n **Critical Success** The damage you take is unaffected, and the spell ends. \n **Success** The damage you take is unaffected, and the target can't take damage from bound in death for 1 round. \n **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. \n **Critical Failure** The target takes half the damage of the effect.\n\n **Heightened (+2)** The damage you can choose to deal to yourself each time you sustain the spell increases by 3d8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=880","name":"Cast into Time","traits":["divination"],"type":"Spell","level":6,"legacy content":" ","source":"Secrets of Magic pg. 94 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","area":"15-foot cone","saving throw":"Fortitude","description":"You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey can feel like it lasts for minutes or even days, the targets reappear instantly. Witnessing this chaotic flow of time and being bashed against objects from different times deals the targets 5d8 mental damage and 5d6 bludgeoning damage, with a Fortitude save. A creature that falls into time disappears until the end of your turn. It then reappears in the same space it left; if that space is occupied, it appears in the nearest empty space, chosen by the GM. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature falls into time. When it returns, it takes half damage. \n **Failure** The creature falls into time. When it returns, it takes full damage and is sickened 1. \n **Critical Failure** The creature falls into time. When it returns, it takes double damage and is sickened 2.\n\n **Heightened (+1)** The bludgeoning damage increase by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1063","name":"Catch Your Name","traits":["rare","divination"],"type":"Spell","level":6,"legacy content":"  ","source":"Secrets of Magic pg. 247 1.1","traditions":["arcane","divine","occult","primal"],"cast":"somatic","action":"reaction","trigger":"A creature on your plane speaks your private or true name","requirements":"You know your true name.","saving throw":"Will","description":"You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell. This can become a nuisance if you are so famous that your name is regularly on others' lips.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1462","name":"Chain Lightning","traits":["concentrate","electricity","manipulate"],"type":"Spell","level":6,"source":"Player Core pg. 319","traditions":["arcane","primal"],"cast":"","action":"2","range":"500 feet","targets":"1 creature, plus any number of additional creatures","defense":"basic Reflex","description":"You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity then arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.\n\n **Heightened (+1)** The damage increases by 1d12."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=882","name":"Chromatic Image","traits":["illusion","visual"],"type":"Spell","level":6,"legacy content":"  ","source":"Secrets of Magic pg. 95 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effects of mirror image, except that whenever a foe destroys one of the images, roll 1d4 to see which color the image was when it was destroyed. The attacker takes the corresponding effect. Red 5 fire damage and 5 mental damage.Orange 5 acid damage and 5 mental damage.Yellow 5 electricity damage and 5 mental damage.Green 5 poison damage and 5 mental damage, plus it's frightened 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=43","name":"Collective Transposition","traits":["conjuration","teleportation"],"type":"Spell","level":6,"legacy content":"  ","source":"Core Rulebook pg. 324 4.0","traditions":["arcane","occult"],"bloodline":"shadow","deities":"Andoletta, Bolka","cast":"somatic, verbal","action":"2","area":"30-foot emanation","targets":"up to 2 creatures","description":"You teleport the targets to new positions within the area. The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the area, and in your line of sight. Unwilling creatures can attempt a Will save. \n \n **Critical Success** The target can teleport if it wants, but it chooses the destination within range. \n **Success** The target is unaffected. \n **Failure** You teleport the target and choose its destination.\n\n **Heightened (+1)** The number of targets increases by 1.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1479","name":"Cursed Metamorphosis","traits":["concentrate","curse","incapacitation","manipulate","polymorph"],"type":"Spell","level":6,"source":"Player Core pg. 322","traditions":["arcane","occult","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Fortitude","duration":"varies","description":"You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target's body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be sickened 1. When it recovers from the sickened condition, its features revert to normal. \n **Failure** The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately. \n **Critical Failure** The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration.","oldName":"baleful polymorph"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=890","name":"Daemon Form","traits":["evil","polymorph","transmutation"],"type":"Spell","level":6,"legacy content":"   ","source":"Secrets of Magic pg. 98 1.1","traditions":["arcane","divine"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the daemon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of the form that you choose: \r\n * AC = 21 + your level. Ignore your armor check's penalty and Speed reduction.\r\n * 15 temporary Hit Points and weakness 5 to good.\r\n * A +2 status bonus to all saving throws against death effects.\r\n * Resistance 10 to poison.\r\n * Darkvision.\r\n * 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.\r\n * Athletics modifier of +23, unless your own modifier is higher.\r\n\r\n\r\n You also gain specific abilities based on the type of Daemon you choose:\r\n * **Ceustodaemon** Speed 25 feet; **Melee** |1| jaws (reach 10 feet), **Damage** 2d10+10 piercing plus 1d6 evil; **Melee** |1| claw (agile, reach 10 feet), **Damage** 2d6 slashing plus 1d6 evil; any successful jaws or claw Strike deals an additional 1d6 damage, and you take the same amount of damage.\r\n * **Leukodaemon** Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases; **Melee** |1| jaws (reach 10 feet), **Damage** 2d10+10 piercing plus 1d6 evil; **Melee** |1| claw (agile, reach 10 feet), **Damage** 2d6 slashing plus 1d6 evil; **Ranged** |1| composite longbow (deadly d10, range increment 100 feet, volley), **Damage** 2d8 piercing plus 1d6 evil.\r\n * **Meladaemon** Speed 25 feet, fly 40 feet; **Melee** |1| jaws (reach 10 feet), **Damage** 2d10+10 piercing plus 1d6 evil; **Melee** |1| claw (agile, reach 10 feet), **Damage** 1d8 slashing plus 1d6 evil and 1d6 negative, and you can spend an action after a hit to Grab the target.\r\n * **Piscodaemon** Speed 25 feet, swim 40 feet; **Melee** |1| claw, **Damage** 2d10+10 piercing plus 1d6 evil and 1d6 persistent bleed, and you can spend an action after a hit to Grab the target; **Melee** |1| tentacle (agile), **Damage** 2d6 bludgeoning plus 1d6 evil and 1d6 poison.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=893","name":"Demon Form","traits":["chaotic","evil","polymorph","transmutation"],"type":"Spell","level":6,"legacy content":"    ","source":"Secrets of Magic pg. 99 1.1","traditions":["arcane","divine"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the demon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of the form that you choose: \r\n * AC = 20 + your level. Ignore your armor check's penalty and Speed reduction.\r\n * 30 temporary Hit Points, weakness 5 to cold iron, and weakness 5 to good.\r\n * Darkvision.\r\n * 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.\r\n * Athletics modifier of +23, unless your own modifier is higher.\r\n\r\n\r\n You also gain specific abilities based on the type of demon you choose:\r\n * **Babau** Speed 25 feet; **Melee** |1| longspear (reach 10 feet), **Damage** 2d8+10 piercing plus 1d6 evil; **Melee** |1| jaws, **Damage** 2d10 piercing plus 1d6 evil; **Melee** |1| claw (agile), **Damage** 2d4 slashing plus 1d6 evil; all Strikes deal 2d6 additional precision damage to flat-footed creatures.\r\n * **Hezrou** Speed 30 feet, swim 30 feet; **Melee** |1| jaws (reach 10 feet), **Damage** 2d12+10 piercing plus 1d6 evil, and you can spend an action after a hit to Grab the target; **Melee** |1| claw (agile, reach 10 feet), **Damage** 2d8 slashing plus 1d6 evil.\r\n * **Nabasu** Speed 25 feet, fly 40 feet; **Melee** |1| jaws, **Damage** 2d10+10 piercing plus 1d6 evil; **Melee** |1| claw (agile), **Damage** 2d6 slashing plus 1d6 evil.\r\n * **Vrock** Speed 25 feet, fly 35 feet; resistance 10 to electricity; **Melee** |1| beak, **Damage** 2d8+10 piercing plus 1d6 evil; **Melee** |1| claw (agile), **Damage** 2d6 slashing plus 1d6 evil; **Melee** |1| talon (agile), **Damage** 2d6 slashing plus 1d6 evil.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=894","name":"Devil Form","traits":["evil","lawful","polymorph","transmutation"],"type":"Spell","level":6,"legacy content":"    ","source":"Secrets of Magic pg. 99 1.1","traditions":["arcane","divine"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the devil and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of the form that you choose: \r\n * AC = 22 + your level. Ignore your armor check's penalty and Speed reduction.\r\n * 5 temporary Hit Points, resistance 5 to physical damage (except silver), and weakness 5 to good.\r\n * Resistance 10 to fire.\r\n * Darkvision.\r\n * 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.\r\n * Athletics modifier of +23, unless your own modifier is higher.\r\n\r\n\r\n You also gain specific abilities based on the type of devil you choose:\r\n * **Barbazu** Speed 35 feet; **Melee** |1| glaive (deadly d8, forceful, reach 10 feet), **Damage** 2d8+10 slashing plus 1d6 evil and 1d6 persistent bleed; **Melee** |1| beard, **Damage** 3d8 piercing plus 1d6 evil; **Melee** |1| claw (agile), **Damage** 3d6 slashing plus 1d6 evil.\r\n * **Erinyes** Speed 25 feet, fly 40 feet; **Melee** |1| longsword (versatile P), **Damage** 1d8+10 slashing plus 1d6 evil and 1d6 fire; **Ranged** |1| composite longbow (deadly d10, range increment 100 feet, volley), **Damage** 1d8 piercing plus 1d6 evil and 1d6 fire.\r\n * **Osyluth** Speed 35 feet, fly 30 feet; **Melee** |1| jaws, **Damage** 2d10+10 piercing plus 1d6 evil; **Melee** |1| claw (agile, reach 10 feet), **Damage** 2d6 slashing plus 1d6 evil; **Melee** |1| stinger (reach 15 feet), **Damage** 1d10 piercing plus 1d6 evil and 1d6 poison; **Ranged** |1| bone shard (range increment 30 feet), **Damage** 2d6 piercing plus 1d6 evil.\r\n * **Sarglagon** Speed 25 feet, fly 25 feet, swim 30 feet; **Melee** |1| fangs, **Damage** 2d10+10 piercing plus 1d6 evil; **Melee** |1| tentacle arm (agile), **Damage** 1d8 bludgeoning plus 1d6 evil and 1d6 poison.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1492","name":"Disintegrate","traits":["attack","concentrate","manipulate"],"type":"Spell","level":6,"source":"Player Core pg. 325","traditions":["arcane"],"deity":"Rovagug","cast":"","action":"2","range":"120 feet","targets":"1 creature, unattended object, or force construct","defense":"AC and basic Fortitude","description":"A black tracer bolt flies toward your target, and upon making contact intensifies into a powerful destructive beam. Make a spell attack against the target. If you hit an object or force construct (such as a wall of force), it's destroyed with no save unless it's an artifact or similarly powerful. A single casting can destroy no more than a 10-foot cube of matter. \n \nIf you hit a creature, it takes 12d10 damage (no damage type) with a basic Fortitude save. If you critically hit, the target gets a result one degree of success worse than the outcome of its Fortitude save. A creature reduced to 0 HP is blasted to fine powder; its gear remains.\n\n **Heightened (+1)** The damage increases by 2d10."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1501","name":"Dominate","traits":["uncommon","concentrate","incapacitation","manipulate","mental"],"type":"Spell","level":6,"source":"Player Core pg. 326","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"until your next daily preparations","description":"You take command of the target, forcing it to obey you. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is stunned 1 as it fights off your commands. \n **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. \n **Critical Failure** As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies.\n\n **Heightened (10th)** The duration is unlimited."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1502","name":"Dragon Form","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":6,"source":"Player Core pg. 326","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","duration":"1 minute","description":"Calling upon powerful magic, you gain a Large dragon battle form. When you Cast this Spell, choose one type of common dragon or another type to which your GM allows access. While in this form, you gain the dragon trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of which battle form you choose: \r\n * AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 10 temporary Hit Points.\r\n * Speed 40 feet, fly 100 feet. You gain any of the following Speeds the chosen dragon has, but with the listed amount: burrow 20 feet, climb 40 feet, swim 60 feet.\r\n * Resistance 10 against the damage type of your Dragon Breath (see below).\r\n * Darkvision and imprecise scent 60 feet.\r\n * The following unarmed melee attacks, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks. **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 damage of the same damage type as your Dragon Breath (see below); **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning.\r\n * Athletics modifier of +23, unless your own is higher.\r\n * **Dragon Breath** |2| You exhale deadly magical energy in an area, dealing 10d6 damage to each creature in the area with a basic save against your spell DC. The shape, damage type, and save type match that of your chosen dragon's breath. If the chosen dragon's breath can deal more than one type of damage, choose one when you cast dragon form. The shape is a 30-foot cone or a 100- foot line. Once activated, Dragon Breath can't be used again for 1d4 rounds. Dragon Breath has the tradition trait matching the type of dragon and the damage trait matching the type of damage it deals, if applicable.\r\n * **Tradition Resistance** If the dragon's magical tradition matches that of your dragon form spell, you gain the listed ability. **Arcane** resistance 5 against magic; **divine** resistance 10 to spirit, vitality, and void; **occult** resistance 10 to mental; **primal** resistance 5 to physical damage.\r\n\r\n\r\n\n **Heightened (8th)** Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, and Athletics +28. Your Dragon Breath deals an additional 4d6 damage. **Monster Core Dragons** The dragons from Monster Core use the following specifications for dragon form. "},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=903","name":"Elemental Confluence","traits":["air","conjuration","earth","fire","water"],"type":"Spell","level":6,"legacy content":"     ","source":"Secrets of Magic pg. 102 1.1","traditions":["arcane","primal"],"spell list":"elemental","cast":"material, somatic, verbal","action":"3","range":"60 feet","area":"10-foot burst","duration":"sustained up to 1 minute","description":"You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are concealed, and all creatures outside the confluence are concealed to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. **Secrets of Magic** \r\n * **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.\r\n * **Earth** (earth) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round.\r\n * **Fire** (fire) Flames roar through the confluence, dealing 1d6 persistent fire damage to those partially or entirely inside the confluence.\r\n * **Water** (attack, water) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. The water deals 4d6 bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty.\r\n\r\n\r\n **Rage of Elements** \r\n * **Metal** (metal) The elemental flings shards of metal through the confluence, dealing 2d6 slashing damage to those partially or entirely inside the confluence with a basic Reflex save. A creature that critically fails also takes 1d6 persistent bleed damage.\r\n * **Wood** (wood) Roots and stumps grow, making ground in the area difficult terrain.\r\n\r\n\r\n","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1526","name":"Field of Life","traits":["concentrate","healing","manipulate","vitality"],"type":"Spell","level":6,"source":"Player Core pg. 331","traditions":["divine","primal"],"lesson":"lesson of renewal","cast":"","action":"2","range":"30 feet","area":"20-foot burst","duration":"sustained up to 1 minute","description":"A field of life energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d8 Hit Points, and any undead creature that starts its turn in the area takes 1d8 vitality damage.\n\n **Heightened (8th)** The healing and damage increase to 1d10. \n **Heightened (9th)** The healing and damage increase to 1d12."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1370","name":"Field of Razors","traits":["concentrate","manipulate","metal"],"type":"Spell","level":6,"source":"Rage of Elements pg. 143 \nPFS Note Any spells which require metal to function require the PC to be holding at least one chunk of that metal or an item made of that metal.","traditions":["arcane","primal"],"cast":"","action":"3","range":"60 feet","area":"20-foot burst","defense":"basic Reflex","duration":"1 minute","description":"You grind a chunk of your choice of metal to fine dust between your hands and blow it into the air, where it grows into a tangle of wires covered in razor-sharp prongs. The metal must be of a type you currently have in your possession. The covered area is difficult terrain. A creature that moves through the area takes 5 slashing damage per square traversed. \n \n If a creature takes slashing, piercing, or persistent bleed damage while inside the thicket, you can spend a reaction to grow the iron in the shed blood into additional wires, expanding the burst by 5 feet. You can grow the area four times in this way, to a maximum of a 40-foot burst. \n \nThe barbed wires are made of the metal you chose and activate resistances, weaknesses, and the like normally. The metal reforms in your possession when the spell ends.\n\n **Heightened (+1)** The damage per square increases by 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=911","name":"Flame Vortex","traits":["air","evocation","fire"],"type":"Spell","level":6,"legacy content":"   ","source":"Secrets of Magic pg. 106 1.1","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"5-foot radius, 40-foot tall cylinder","saving throw":"basic Reflex","duration":"sustained up to 1 minute","description":"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. \n \n 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.\n\n **Heightened (+2)** The vortex deals an additional 1d4 bludgeoning damage and 1d6 fire damage.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1389","name":"Frost Pillar","traits":["cold","concentrate","manipulate","water"],"type":"Spell","level":6,"source":"Rage of Elements pg. 173","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Reflex","duration":"sustained up to 1 minute","description":"Ice crystallizes around a creature, imprisoning it within an icy pillar. On a successful saving throw, the creature is pushed to an adjacent space of its choice; otherwise, it's frozen inside the pillar and becomes restrained as its body can barely move within the ice. The ice has AC 10, Hardness 10, and 60 Hit Point; it's immune to critical hits, cold damage, and precision damage, and it has weakness 15 to fire. If the ice is destroyed, the creature within is freed and the spell immediately ends."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1077","name":"Gray Shadow","traits":["uncommon","necromancy","shadow"],"type":"Spell","level":6,"legacy content":"   ","source":"Pathfinder #171: Hurricane's Howl pg. 78","traditions":["divine"],"cast":"somatic, verbal","action":"3","range":"30 feet","targets":"1 dying creature","duration":"sustained, up to 1 minute","description":"You pray over a dying creature, drawing its shadow into your service as long as its owner is stooped at death's door. You summon a greater shadow in a space adjacent to the dying creature. The greater shadow has its usual stats, with the following modifications: \r\n * The greater shadow's shadow hand Strike deals an additional 1d8 poison damage.\r\n * When you Cast a Spell, you can use the greater shadow's location as the origin point instead of your own location. Upon doing so, the greater shadow immediately disappears.\r\n\r\n\r\n If the dying creature targeted by this spell dies or regains consciousness, the greater shadow disappears and this spell ends.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1216","name":"Hag's Fruit","traits":["uncommon","transmutation"],"type":"Spell","level":6,"legacy content":"  ","source":"Pathfinder #182: Graveclaw pg. 78","traditions":["occult","primal"],"cast":"1 minute (material, somatic, verbal)","range":"touch","targets":"1 non-magical fruit","saving throw":"Fortitude","duration":"1 day","description":"You imbue a single piece of fruit with a curse that leaves its victims in a magical sleep. The first person to eat the fruit within the spell's duration is subject to the Curse of Slumber, using your spell DC as the saving throw DC of the curse. \n \n **Curse of Slumber** (curse, incapacitation, necromancy, sleep) **Level** 11; **Effect** You fall asleep for 1 round (or permanently on a critical failure) and seem to be dead; a creature must succeed at a DC 30 Medicine check to realize you're alive. Noise doesn't awaken you, but taking damage gives you a new saving throw against the curse.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=816","name":"Halcyon Infusion","traits":["rare","divination","mental"],"type":"Spell","level":6,"legacy content":"   ","source":"Legends pg. 65","traditions":["arcane","primal"],"cast":"10 minutes (material, somatic, verbal)","range":"touch","targets":"one willing creature of lower level than you","duration":"until your next daily preparations","description":"You infuse magical energy into your target, opening up their mind to the pathways of magic and granting them the ability to use magic to affect the world around them. Choose a 1st-level spell you prepared today or that's in your repertoire, of the same tradition you used to cast halcyon infusion. The spell must be one that has a listed range. If the target is at least 3rd level, you can choose a 2nd-level spell instead of a 1st-level spell; and if the target is at least 5th level, you can choose a 3rd-level spell. The target can Cast the Spell once per day as an innate spell of the tradition you used to cast halcyon infusion. If they are untrained in the appropriate magical tradition, their spell attack bonus is 2 + their level + their highest mental ability modifier, and their spell DC is 12 + their level + their highest mental ability modifier. Unlike most abilities that can only be used once per day, the target refreshes their use of the granted innate spell each day only after you make your daily preparations and choose to extend halcyon infusion's duration by either refraining from preparing a spell in the slot (if you're a prepared spellcaster) or expending another spell slot (if you're a spontaneous spellcaster).\n\n **Heightened (8th)** If the target is at least 7th level, you can choose a 4th-level spell. \n **Heightened (10th)** As 8th, and if the target is at least 9th level, you can choose a 5th-level spell.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1435","name":"Heinous Future","traits":["uncommon","curse","divination","incapacitation","mental","prediction"],"type":"Spell","level":6,"source":"Wake the Dead #3 pg. 25","traditions":["divine","occult"],"cast":"material, somatic","action":"2","area":"30 feet","targets":"1 creature","duration":"Will","description":"You hold up a fractured mirror to the target, and in that mirror it sees a thing that may yet come to pass—a ghastly fortelling that the target instinctively knows is eerily possible. It's not a guaranteed thing, just a dreadful possibility, but it haunts the targets's thoughts all the same. \n \n **Critical Success** The target is unaffected. \n **Success** The target is slowed 1 and stupefied 1 for 1 round. \n **Failure** The target is slowed 1 and stupefied 1 until it next gets eight hours of rest. \n **Critical Failure** The target is slowed 2 and stupefied 2, decreasing these conditions by 1 for each eight hours of rest it gets.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1404","name":"Lignify","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":6,"source":"Rage of Elements pg. 197","traditions":["arcane","primal"],"cast":"","action":"2","range":"120 feet","targets":"1 creature made of flesh","defense":"Fortitude","duration":"varies","description":"You turn the target's flesh slowly into wood. The target must attempt a Fortitude save. Creatures with the plant trait have a +2 circumstance bonus to saves against this spell. \n \n **Critical Success** The target is unaffected. \n **Success** The target is slowed 1 for 1 round. \n **Failure** The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from lignify, the creature is permanently non-magically petrified, though it's turned to wood instead of stone. The spell ends if the creature is magically petrified or the slowed condition is removed. \n **Critical Failure** As failure, but the target is initially slowed 2."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1091","name":"Lure Dream","traits":["rare","conjuration","dream"],"type":"Spell","level":6,"legacy content":"   ","source":"Monsters of Myth pg. 89","traditions":["occult"],"cast":"somatic, verbal","action":"3","range":"30 feet","duration":"sustained up to 1 minute","description":"You reach out to the dream realm, beckoning an animate dream to your side. This works like summon animal, except you summon an animate dream.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1222","name":"Mantle of Heaven's Slopes","traits":["uncommon","good","lawful","morph","transmutation"],"type":"Spell","level":6,"legacy content":"     ","source":"Pathfinder #183: Field of Maidens pg. 77","traditions":["divine"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You surround yourself in a mantle of heavenly power, invoking the power of the layers of the celestial mountain above. Your body warps and morphs into an angelic form, made of Heaven's light. Upon Casting this Spell, pick two different options below. As a single action, which has the concentrate trait, you can lose one of the options you chose and select a different one (you don't benefit from having the same option selected twice at the same time).\r\n * **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.\r\n * **Illumis's Parlance** Your voice echoes like a trumpet. You can be heard clearly up to 200 feet away when you speak, if you choose to project your voice.\r\n * **Iuidica's Verdict** Your body pulses with scarlet light, pushing away those judged to be against you. As a free action triggered by succeeding at a Strike, you can attempt to Shove the creature you hit.\r\n * **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.\r\n * **Requius's Rest** Your hands glow with soft white energy that spreads to your wounds. You gain fast healing 2.\r\n * **Threshold's Walls** Glimmering barriers form around you. You gain cover from the barriers.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1605","name":"Mislead","traits":["concentrate","illusion","manipulate"],"type":"Spell","level":6,"source":"Player Core pg. 344","traditions":["arcane","occult"],"deities":"Asmodeus, Calistria","cast":"","action":"2","duration":"sustained up to 1 minute","description":"You turn yourself invisible and create an illusory duplicate of yourself. When you Sustain the spell, you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment. Both the duplicate and your invisibility persist for the spell's duration. Performing a hostile action doesn't end mislead's invisibility, just like a 4th-rank invisibility spell. A creature that determines the duplicate is an illusion doesn't necessarily know you're invisible, and one that can see your invisible form doesn't necessarily know your duplicate is an illusion. \n \n If you Cast a Spell, attack, or otherwise interact with another creature, as a part of that action you can attempt a Deception check against observers' Perception DCs to convince them your duplicate used that action. This doesn't fool anyone who's aware your duplicate is an illusion, nor does it work if the attack obviously couldn't have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your Deception check would automatically fail."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=954","name":"Nature's Reprisal","traits":["plant","poison","transmutation","wood"],"type":"Spell","level":6,"legacy content":"    ","source":"Secrets of Magic pg. 117 1.1","traditions":["primal"],"deity":"Verilorn","cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"all squares on the ground that contain plants in an 80-foot burst","duration":"1 minute","description":"The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square.\n\n **Heightened (+1)** The poison damage of the hazardous terrain increases by 1.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=956","name":"Necrotize","traits":["necromancy","negative"],"type":"Spell","level":6,"legacy content":"  ","source":"Secrets of Magic pg. 118 1.1","traditions":["arcane","divine","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 living creature","saving throw":"Fortitude","duration":"varies","description":"You necrotize part of a creature's body, harming it and debilitating it as its body putrefies, mimicking the natural process of decay. The target takes 12d6 negative damage and one of the following debilitations; roll 1d4 to randomly determine which. The effects depend on its Fortitude save. Bones The target's bones necrotize and become spongy and weak, giving it weakness 3 to bludgeoning damage.Joints The target's joints necrotize, making its movements ungainly and clumsy. It becomes clumsy 1.Legs The target's legs necrotize, as well as any other limbs associated with forms of movement, making it harder for the creature to move. The target takes a –10-foot status penalty to its Speeds.Muscles The target's muscles necrotize, rotting away. The target becomes enfeebled 1. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage and the debilitation lasts until the end of your next turn. \n **Failure** The target takes full damage and the debilitation lasts for 1 minute. \n **Critical Failure** The target takes double damage, and you can pick a second debilitation to apply, in addition to the one you rolled randomly. Both debilitations last for 1 minute.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1614","name":"Never Mind","traits":["concentrate","curse","incapacitation","manipulate","mental"],"type":"Spell","level":6,"source":"Player Core pg. 346","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"You drastically reduce the target's mental faculties. The target must attempt a Will save. The effects of this curse can be removed only through effects that target curses. \n \n **Critical Success** The target is unaffected. \n **Success** The target is stupefied 2 for 1 round. \n **Failure** The target is stupefied 4 with an unlimited duration. \n **Critical Failure** The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as –5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control.","oldName":"feeblemind"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1393","name":"Personal Ocean","traits":["concentrate","manipulate","water"],"type":"Spell","level":6,"source":"Rage of Elements pg. 174","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 minute","description":"You surround yourself in a bubble-like shroud of seawater that fills your space completely and moves with you. You can breathe, speak, and perceive normally while within your personal ocean, and you gain a swim Speed equal to your land Speed if you don't have one. The rules of aquatic combat apply to you, attacks targeting you, or attacks passing through your square. For instance, a bludgeoning or slashing melee attack targeting you would take a –2 circumstance penalty, and you can't cast fire spells or use actions with the fire trait. \n \n Each time you move, you extinguish non-magical fires in spaces you pass through and can attempt to counteract magical fires you move through. If you successfully counteract a fire larger than the spaces you moved through, you merely push it out of the spaces along your path. If you fail to counteract a given fire, you can't counteract that fire for the duration of the spell. \n \n You can Dismiss the spell."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1628","name":"Petrify","traits":["concentrate","earth","manipulate"],"type":"Spell","level":6,"source":"Player Core pg. 349","traditions":["arcane","primal"],"cast":"","action":"2","range":"120 feet","targets":"1 creature made of organic material","defense":"Fortitude","duration":"varies","description":"The target's body slowly turns into a stone statue. The target must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is slowed 1 for 1 round as stone begins to form on their body. \n **Failure** The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure) as stone growths creep across their body. A successful save reduces the slowed condition by 1. When a creature becomes fully unable to act due to the slowed condition from petrify, the spell then ends in a flash of gray light, leaving the target petrified permanently as they become a statue. The spell also ends if the slowed condition is removed, which causes the stone to break off harmlessly. \n **Critical Failure** As failure, but the target is initially slowed 2.","oldName":"flesh to stone"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1630","name":"Phantasmal Calamity","traits":["concentrate","illusion","manipulate","mental"],"type":"Spell","level":6,"source":"Player Core pg. 349","traditions":["arcane","occult"],"cast":"","action":"2","range":"500 feet","area":"30-foot burst","defense":"Will","description":"A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.\n\n **Heightened (+1)** The damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1317","name":"Phantom Orchestra","traits":["air","concentrate","manipulate","sonic"],"type":"Spell","level":6,"source":"Rage of Elements pg. 71","traditions":["arcane","occult","primal"],"cast":"","action":"2","range":"120 feet","defense":"basic Fortitude","duration":"sustained up to 1 minute","description":"You orchestrate an invisible ensemble of lost sounds captured inside errant breezes across the Plane of Air, and you can direct this symphony to attack foes within range. The sounds materialize and manifest as directed, appearing as silhouetted instruments and musicians that dance and bob in the wind. \n \n When you Cast the Spell, a captured breath of ephemeral music explodes in a great crescendo, appearing in a space you choose within range. On subsequent rounds, the first time you Sustain the Spell each round, you can move your conjured melody to a space within range (if needed) and create another explosion of music. \n \n Each explosion of sound from the phantom orchestra deals 8d6 sonic damage to all creatures in a 10-foot burst (basic Fortitude save). The phantom orchestra doesn't take up space, grant flanking, or have any other attributes a creature would.\n\n **Heightened (+1)** The damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1160","name":"Poltergeist's Fury","traits":["evocation"],"type":"Spell","level":6,"legacy content":" ","source":"Dark Archive pg. 106","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","area":"20-foot emanation","saving throw":"basic Reflex","duration":"sustained up to 1 minute","description":"Your fury spills over in a telekinetic storm of terrifying proportions. Any loose, unattended objects of 1 Bulk or less within range are picked up and begin to orbit you at breathtaking speeds. All creatures in the area take 6d4 piercing damage with a basic Reflex save. Each time you Sustain the Spell, you can increase the radius of the storm by 10 feet, to a maximum of 100 feet. The storm moves with you and provides you with lesser cover, though you can't use this cover to Hide or Sneak. Allies within the storm who roll a success on their Reflex save against your poltergeist's fury get a critical success instead, as you attempt to avoid hitting them.\n\n **Heightened (+1)** The damage increases by 1d4.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=242","name":"Purple Worm Sting","traits":["necromancy","poison"],"type":"Spell","level":6,"legacy content":"  ","source":"Core Rulebook pg. 362 4.0","traditions":["arcane","primal"],"deities":"Ragadahn, Selket, Ydersius","cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Fortitude","description":"You replicate the attack of a deadly purple worm. You deal 3d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes 3d6 poison damage. \n **Failure** The target is afflicted with purple worm venom at stage 1. \n **Critical Failure** The target is afflicted with purple worm venom at stage 2. \n \n **Purple Worm Venom** (poison); **Level** 11; **Maximum Duration** 6 rounds. **Stage 1** 3d6 poison damage and enfeebled 2 (1 round); **Stage 2** 4d6 poison damage and enfeebled 2 (1 round); **Stage 3** 6d6 poison damage and enfeebled 2 (1 round).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1645","name":"Raise Dead","traits":["uncommon","concentrate","healing","manipulate"],"type":"Spell","level":6,"source":"Player Core pg. 352","traditions":["divine"],"lesson":"lesson of death","cast":"10 minutes","cost":"gemstones worth a total value of the target’s level (minimum 1) × 200 gp","range":"10 feet","targets":"1 dead creature of 13th level or lower","description":"You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If Pharasma has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the cost isn't consumed in the casting. \n \n If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark.\n\n **Heightened (7th)** The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp. \n **Heightened (8th)** The maximum level of the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp. \n **Heightened (9th)** The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp. \n **Heightened (10th)** The maximum level of the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1266","name":"Ravenous Darkness","traits":["uncommon","darkness","necromancy"],"type":"Spell","level":6,"legacy content":"   ","source":"Pathfinder #186: Ghost King's Rage pg. 76","traditions":["arcane","divine","occult"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"20-foot burst","duration":"1 minute","description":"You create a shroud of magical darkness that feeds on those inside it. This globe of pure darkness is identical to that created by a 4th-level darkness spell. Blunt, gnashing teeth made of shadows gnaw at the creatures within. Make a spell attack roll against the Fortitude DC of each creature in the area. Any creature that fails takes 4d6 bludgeoning damage as teeth attach to it. While the teeth are attached, it takes a –10-foot circumstance penalty to its Speeds and can't Step. Whenever a creature ends its turn in the area, the teeth attempt to attach to that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature they're already attached to. The shadowy teeth become unattached from any creature that leaves the area but can't otherwise be detached from a creature while that creature remains in the area. You can Dismiss the spell.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1650","name":"Repulsion","traits":["aura","concentrate","manipulate","mental"],"type":"Spell","level":6,"source":"Player Core pg. 353","traditions":["arcane","divine","occult"],"cast":"","action":"2","area":"emanation up to 40 feet","defense":"Will","duration":"1 minute","description":"You manifest an aura that prevents creatures from approaching you. When casting the spell, you can make the area any radius you choose, up to 40 feet. A creature must attempt a Will save if it's within the area when you Cast the Spell or as soon as it enters the area while the spell is in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature's movement apply only if it voluntarily moves toward you; if you move closer to a creature, it doesn't then need to move away. \n \n **Critical Success** The creature's movement is not restricted. \n **Success** The creature treats each square in the area as difficult terrain when moving closer to you. \n **Failure** The creature can't move closer to you within the area."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=263","name":"Righteous Might","traits":["polymorph","transmutation"],"type":"Spell","level":6,"legacy content":"  ","source":"Core Rulebook pg. 366 4.0","traditions":["divine"],"cast":"somatic, verbal","action":"2","requirements":"You have a deity.","duration":"1 minute","description":"You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. \n \n You gain the following statistics and abilities: \r\n * AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. \r\n * 10 temporary Hit Points. \r\n * Speed 40 feet. \r\n * Resistance 3 against physical damage. \r\n * Darkvision. \r\n * A special attack with a righteous armament version of your favored weapon, which is the only attack you can use. Your attack modifier with the special weapon is +21, and your damage bonus is +8 (or +6 for a ranged attack). If your attack modifier with your deity's favored weapon is higher, you can use it instead. You deal three of your weapon's normal damage dice, or three damage dice of one size larger if your weapon is a simple weapon with a d4 or d6 damage die. The weapon has one of the following properties that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your deity is true neutral, you instead deal an extra 1d6 precision damage. \r\n * Athletics modifier of +23, unless your own modifier is higher.\r\n\r\n\r\n\n **Heightened (8th)** Your battle form is Large, and your attacks have 10-foot reach, or 15-foot reach if your deity's favored weapon has reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, resistance 4 against physical damage, attack modifier +28, damage bonus +15 (+12 for a ranged attack), and Athletics +29.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1294","name":"Rose's Thorns","traits":["uncommon","conjuration","plant"],"type":"Spell","level":6,"legacy content":"   ","source":"Firebrands pg. 91","access":"Second-mark members of the Firebrands have access to this spell.","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"20-foot-radius burst","saving throw":"Reflex","duration":"sustained up to 1 minute","description":"Rose bushes with razor-sharp thorns sprout from the ground in the area. The rose bushes deal 8d8 piercing damage to each creature that's in the area when the spell is cast or that ends its turn in the area (basic Reflex save). A creature that critically fails its saving throw also takes 1d8 persistent bleed damage and is immobilized for 1 round or until the creature Escapes (against your spell DC), whichever comes first. The area is difficult terrain and hazardous terrain. A creature that moves through the area takes 5 piercing damage for every square of that area it moves into. Each time you sustain this spell, the radius of the burst increases by 5 feet.\n\n **Heightened (9th)** The initial damage increases to 12d8, the persistent bleed damage increases to 2d8, and the hazardous terrain damage increases to 8.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=713","name":"Scintillating Safeguard","traits":["abjuration"],"type":"Spell","level":6,"legacy content":" ","source":"Advanced Player's Guide pg. 224 2.0","traditions":["divine","occult","primal"],"cast":"somatic","action":"reaction","trigger":"An effect would deal physical or energy damage to you or a creature in range.","range":"30 feet","targets":"up to 5 willing creatures who would be harmed by the triggering effect","description":"A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any persistent damage or other lingering effects of the effect.\n\n **Heightened (+1)** The resistance increases by 1.","components":["somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1662","name":"Scrying","traits":["uncommon","concentrate","manipulate","scrying"],"type":"Spell","level":6,"source":"Player Core pg. 355","traditions":["arcane","occult"],"cast":"10 minutes","range":"planetary","targets":"1 creature","defense":"Will","duration":"sustained up to 10 minutes","description":"You magically spy on a creature of your choice. Scrying works like clairvoyance, except that the image you receive is less precise, insufficient for teleport and similar spells. Instead of creating an eye in a set location within 500 feet, you instead create an eye that manifests just above the target. You can choose a target either by name or by touching one of its possessions or a piece of its body. If you haven't met the target in person, scrying's DC is 2 lower, and if you are unaware of the target's identity (perhaps because you found an unknown creature's fang at a crime scene), the DC is instead 10 lower. \n \n The effect of scrying depends on the target's Will save.\n \n \n **Critical Success** The spell fails and the target is temporarily immune for 1 week. The target also gains a glimpse of you and learns its rough distance and direction from you. \n **Success** The spell fails and the target is temporarily immune for 1 day. \n **Failure** The spell succeeds. \n **Critical Failure** The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1683","name":"Spellwrack","traits":["concentrate","curse","force","manipulate"],"type":"Spell","level":6,"source":"Player Core pg. 358","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"Will","description":"You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save. \n \n **Critical Success** The target is unaffected. \n **Success** Whenever the target becomes affected by a spell with a duration, the target takes 2d12 persistent force damage. Each time it takes persistent force damage from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful Arcana check against your spell DC can help the target recover from the persistent damage; the curse and the persistent damage end after 1 minute. \n **Failure** As success, but the curse and persistent damage do not end on their own. \n **Critical Failure** As failure, but the persistent force damage is 4d12."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1685","name":"Spirit Blast","traits":["concentrate","manipulate","spirit"],"type":"Spell","level":6,"source":"Player Core pg. 358","traditions":["divine","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"basic Fortitude","description":"You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 spirit damage with a basic Fortitude save.\n\n **Heightened (+1)** The damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=311","name":"Stone to Flesh","traits":["earth","transmutation"],"type":"Spell","level":6,"legacy content":"  ","source":"Core Rulebook pg. 374 4.0","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"petrified creature or human-size stone object","description":"Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1269","name":"Suffocate","traits":["uncommon","incapacitation","necromancy","nonlethal"],"type":"Spell","level":6,"legacy content":"    ","source":"Pathfinder #186: Ghost King's Rage pg. 77","traditions":["arcane","divine"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 living creature that needs to breathe","saving throw":"Fortitude","duration":"sustained up to 1 minute","description":"You forcefully and cruelly draw the living breath from a creature's lungs, dealing 4d8 bludgeoning damage. The creature must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage. For the duration, the creature must hold its breath or suffocate. \n **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.\n\n **Heightened (9th)** You can target up to 5 creatures.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1190","name":"Suspended Retribution","traits":["curse","divination","mental","prediction"],"type":"Spell","level":6,"legacy content":"    ","source":"Dark Archive pg. 183","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"basic Reflex","duration":"1 minute","description":"All life dances one step from the precipice, one heartbeat from disaster. You open your eyes wide and see doom waiting in the wings, then invite it to step forward. A spectral omen of disaster appears above the target's head— traditionally, this is a downward-pointing sword, but some spellcasters report seeing a hangman's noose or a grinning skull instead. When you Cast this Spell, pick one of the following triggers. \r\n * The target moves more than its Speed in a single round.\r\n * The target makes more than one Strike in a single round.\r\n * The target Casts a Spell.\r\n * The target uses a specific skill you name.\r\n * The target uses a specific ability you name.\r\n\r\n\r\n If the target takes the triggering action, the portent of doom activates—the sword strikes down, the noose loops around the target's neck, the skull bares its fangs—and the target takes 70 mental damage with a basic Reflex save. The target instinctively knows which action will trigger the omen and can ward off the omen by spending a total of 3 actions, which have the concentrate trait, to pray, make signs against doom, or similar apotropaic actions. These actions need not be consecutive. After the creature spends the actions, the spell ends.\n\n **Heightened (+1)** The damage increases by 10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1714","name":"Tangling Creepers","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":6,"source":"Player Core pg. 362","traditions":["arcane","primal"],"cast":"","action":"3","range":"500 feet","area":"40-foot burst","duration":"10 minutes","description":"Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a –10-foot circumstance penalty to its Speeds while in the area. Once per round, you can Sustain the spell to make a vine lash out from any square within the expanse of creepers. This vine has a 15- foot reach. Make a melee spell attack roll against the target; on a success, the vine pulls the target into the creepers and makes it immobilized for 1 round or until the creature Escapes (against your spell DC), whichever comes first."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1720","name":"Teleport","traits":["uncommon","concentrate","manipulate","teleportation"],"type":"Spell","level":6,"source":"Player Core pg. 363","traditions":["arcane","occult"],"cast":"10 minutes","range":"100 miles","targets":"you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature","description":"You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile.\n\n **Heightened (7th)** You and the other targets can travel to any location within 1,000 miles. \n **Heightened (8th)** You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target. \n **Heightened (9th)** You and the other targets can travel to any location on another planet within the same solar system. If you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target. \n **Heightened (10th)** As the 9th-rank version, but you and the other targets can travel to any planet within the same galaxy.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1088","name":"Temporal Ward","traits":["rare","abjuration"],"type":"Spell","level":6,"legacy content":"  ","source":"Pathfinder #173: Doorway to the Red Star pg. 78","traditions":["arcane","divine","occult"],"cast":"material, somatic, verbal","action":"3","range":"touch","targets":"1 container or doorway","saving throw":"Will","duration":"10 minutes","description":"You ward a target doorway or container with a temporal trap that rewinds the personal timeline of creatures trying to open it. A creature attempting to open a warded doorway or container must attempt a Will save with the below results. You can set a password for the ward. Any creature that attempts to open the target container, or to open or pass through the target doorway without speaking the password must attempt a save as normal. The ward vanishes automatically once the spell's duration ends, but can be removed before then as if it were a magical trap, using your spell DC for both the Perception check to notice it and Thievery check to disable it. Both checks require the creature attempting them to have expert proficiency in order to succeed. \n \n You can Dismiss temporal ward. The maximum number of temporal wards you can have active at a time is equal to your spellcasting ability modifier.\n \n \n **Critical Success** The creature is unaffected and opens the doorway or the container as normal. \n **Success** The creature experiences a brief moment of dé jà-vu in which they're convinced they already opened the door. They must use an additional action to open the door. If they can't or don't want to do so, the action or activity they used to open the door or container is wasted, and the door or container remains closed. \n **Failure** The creature is thrown briefly backwards in time. The action or activity they used to open the door or container is wasted and they're returned to the position they were located at during the start of their turn. Their turn then ends. \n **Critical Failure** As failure, but the temporal displacement also causes the creature to lose their bearings, making them confused for 1 minute.\n\n **Heightened (10th)** The temporal ward has an unlimited duration, until it is counteracted, Dismissed, or Disarmed.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1725","name":"Tree of Seasons","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":6,"source":"Player Core pg. 364","traditions":["primal"],"cast":"","action":"2","range":"60 feet","duration":"1 minute","description":"You cause a Small tree to instantly sprout in an unoccupied space on the ground. Four seedpods grow from the tree, each filled with the magic of a different one of the four seasons. A creature can Interact to pluck one of the pods, and can then either throw it up to 30 feet as part of the same action or do so with a separate Interact action later. When thrown, a pod explodes in a 5-foot burst, dealing 6d6 damage with a basic Reflex save against your spell DC. The damage type depends on the season of the pod: electricity for spring, fire for summer, poison for autumn, or cold for winter. When the spell ends, the tree withers away and any remaining pods rot, leaving behind non-magical seeds.\n\n **Heightened (+1)** The burst's damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1727","name":"Truesight","traits":["concentrate","manipulate","revelation"],"type":"Spell","level":6,"source":"Player Core pg. 364","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","duration":"10 minutes","description":"You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion, morph, or polymorph effect in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).","oldName":"true seeing"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1024","name":"Unexpected Transposition","traits":["conjuration","teleportation"],"type":"Spell","level":6,"legacy content":"  ","source":"Secrets of Magic pg. 138 1.1","traditions":["arcane","occult"],"cast":"verbal","action":"reaction","trigger":"You are targeted with an enemy's Strike.","range":"30 feet","targets":"1 creature other than the triggering enemy","saving throw":"Will","description":"When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to unexpected transposition spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1735","name":"Vampiric Exsanguination","traits":["concentrate","death","manipulate","void"],"type":"Spell","level":6,"source":"Player Core pg. 365","traditions":["arcane","divine","occult"],"cast":"","action":"2","area":"30-foot cone","defense":"basic Fortitude","description":"You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 void damage to living creatures in the area with a basic Fortitude save. \n \n You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.\n\n **Heightened (+1)** The damage increases by 2d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1741","name":"Vibrant Pattern","traits":["illusion","incapacitation","manipulate","subtle","visual"],"type":"Spell","level":6,"source":"Player Core pg. 366","traditions":["arcane","occult"],"cast":"","action":"2","range":"120 feet","area":"10-foot burst","defense":"Will","duration":"sustained up to 1 minute","description":"You create a pattern of lights that pulses with intensity. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn't need to attempt new saving throws. \n \n **Success** The creature is unaffected. \n **Failure** The creature is blinded by the pattern. If it exits the pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute. \n **Critical Failure** The creature is blinded for 1 minute."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1344","name":"Vitrifying Blast","traits":["concentrate","earth","manipulate"],"type":"Spell","level":6,"source":"Rage of Elements pg. 97","traditions":["arcane","primal"],"cast":"","action":"2","range":"60 feet","area":"15-foot cone","defense":"Reflex","duration":"varies","description":"You launch a cone of glass shards, which embed in creatures to turn them partially to glass. The shards deal 8d6 piercing damage to creatures in the area, based on each creature's saving throw. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage and gains weakness 3 to sonic and bludgeoning damage for 1 round. \n **Failure** The target takes full damage, is slowed 1, and gains weakness to sonic and bludgeoning damage. The weakness is equal to 3 × the slowed value it has from this spell. The target must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the creature's slowed value increases by 1 (or by 2 on a critical failure), to a maximum of slowed 3. A successful save reduces the creature's slowed value by 1 (or by 2 on a critical success). If the creature ends its turn with a slowed value of 0, the effect ends. \n **Critical Failure** As failure, but the target is initially slowed 2.\n\n **Heightened (+1)** The damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1749","name":"Wall of Force","traits":["concentrate","force","manipulate"],"type":"Spell","level":6,"source":"Player Core pg. 367","traditions":["arcane","occult"],"deity":"Nethys","cast":"","action":"3","range":"30 feet","duration":"1 minute","description":"You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). \n \n Wall of force is immune to effects of its rank or lower that attempt to counteract it. The wall is automatically destroyed by a disintegrate spell of any rank.\n\n **Heightened (+2)** The Hit Points of the wall increases by 20."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1379","name":"Wall of Metal","traits":["concentrate","manipulate","metal"],"type":"Spell","level":6,"source":"Rage of Elements pg. 145","traditions":["arcane","primal"],"cast":"","action":"3","range":"120 feet","duration":"1 minute","description":"You call forth a sheet of metal, forming a wall of iron, low-grade cold iron, or standard-grade silver up to 60 feet long, 30 feet high, and 1/4 inch thick. The wall doesn't need to stand vertically but must form a straight line in an unbroken open space so it doesn't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10- foot section of the wall has AC 10 and is immune to critical hits and precision damage. The wall's Hardness, HP, and BT use the statistics of a structure of the material you chose. Creatures can move through a section of the wall that's broken.\n\n **Heightened (7th)** The wall is high-grade silver or standard-grade dawnsilver. \n **Heightened (8th)** The wall is standard-grade cold iron. \n **Heightened (9th)** The wall is high-grade dawnsilver. \n **Heightened (10th)** The wall is high-grade cold iron or standard-grade adamantine."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1232","name":"Word of Revision","traits":["rare","divination","fortune"],"type":"Spell","level":6,"legacy content":"   ","source":"Kingmaker Companion Guide pg. 47","traditions":["arcane","occult"],"cast":"verbal","action":"reaction","trigger":"A creature within range fails or critically fails a saving throw or is reduced to 0 Hit Points","range":"60 feet","targets":"1 creature","description":"As all good writers know, you shouldn't kill off your protagonist before their story is complete. When you utter a word of revision, you alter the course of reality the instant it would otherwise have occurred, saving a creature from an unexpected or unwarranted fate. If the triggering creature failed its saving throw, it rerolls the saving throw. If the triggering creature critically failed its saving throw, it instead treats the result of that saving throw as a failure. If the triggering creature was reduced to 0 Hit Points, it remains at 1 Hit Point, and it still suffers any other debilitating effects that were associated with the source of the damage. In the case of a creature critically failing a saving throw or being reduced to 0 Hit Points simultaneously, you choose which of the two events to revise. \n \n 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!\n\n **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.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1760","name":"Zealous Conviction","traits":["concentrate","emotion","manipulate","mental"],"type":"Spell","level":6,"source":"Player Core pg. 369","traditions":["divine","occult"],"cast":"","action":"2","range":"30 feet","targets":"up to 10 willing creatures","duration":"10 minutes","description":"You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely.\n\n **Heightened (9th)** The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1035","name":"Zero Gravity","traits":["uncommon","evocation"],"type":"Spell","level":6,"legacy content":"  ","source":"Secrets of Magic pg. 141 1.1","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"20-foot radius, 40-foot tall cylinder","duration":"sustained up to 1 minute","description":"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. \n \n You can Dismiss this spell. When zero gravity ends, all creatures and objects in the area fall back down.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=862","name":"Angel Form","traits":["good","polymorph","transmutation"],"type":"Spell","level":7,"legacy content":"   ","source":"Secrets of Magic pg. 89 1.1","traditions":["divine"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. The battle form is Small if you choose choral. While in this form, you gain the angel and celestial traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of the form that you choose: \r\n * AC = 22 + your level. Ignore your armor check's penalty and Speed reduction.\r\n * 40 temporary Hit Points and weakness 10 to evil damage.\r\n * Darkvision.\r\n * 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.\r\n * Athletics modifier of +25, unless your own modifier is higher.\r\n\r\n\r\n You also gain specific abilities based on the type of angel you choose:\r\n * **Balisse** Speed 30 feet, fly 40 feet; Perception modifier of +26 to detect lies and illusions unless your own modifier is higher; **Melee** |1| scimitar (forceful, sweep), **Damage** 2d6+12 slashing plus 1d6 fire and 1d6 good.\r\n * **Choral** Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; **Melee** |1| fist (agile), **Damage** 2d6+12 bludgeoning plus 1d6 good; **Ranged** |1| piercing hymn (range 90 feet), **Damage** 1d6+12 sonic plus 1d6 good, and deafened for 1 round on a critical hit.\r\n * **Monadic Deva** Speed 30 feet, fly 40 feet; +2 status bonus on saves against death effects and effects that manipulate souls; **Melee** |1| holy mace (shove), **Damage** 2d6+12 bludgeoning plus 1d6 force and 1d6 good.\r\n * **Movanic Deva** Speed 30 feet, fly 40 feet; resistance 10 to negative; **Melee** |1| bastard sword (two-hand d12), **Damage** 1d8+12 slashing plus 1d6 fire and 1d6 good.\r\n\r\n\r\n\n **Heightened (9th)** Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and Athletics +33.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1365","name":"Beheading Buzz Saw","traits":["concentrate","manipulate","metal"],"type":"Spell","level":7,"source":"Rage of Elements pg. 142","traditions":["arcane"],"cast":"","action":"2","area":"60-foot line","defense":"Reflex","description":"You compress molten scraps pulled from the Plane of Metal into a spinning disc with gruesome blades protruding from its edges. It wheels forward, slicing through anyone in its path. Each creature in the area takes 5d10 slashing damage and 4d6 persistent bleed damage, with a Reflex save. \n \n **Success** The creature is unaffected. \n **Failure** The creature takes full damage. \n **Critical Failure** The creature takes double damage. If the creature has a head, it must succeed at a Fortitude save or be decapitated; this kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head. This second save has the death and incapacitation traits.\n\n **Heightened (+1)** The slashing damage increases by 1d10, and the persistent bleed damage increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=651","name":"Blightburn Blast","traits":["uncommon","disease","evocation"],"type":"Spell","level":7,"legacy content":"   ","source":"Pathfinder #155: Lord of the Black Sands pg. 73","traditions":["arcane","occult","primal"],"cast":"somatic, verbal","action":"2","range":"15-foot cone","saving throw":"basic Fortitude","description":"You channel a blast of powerful blightburn radiation from your hands. You deal 4d6 poison damage to creatures in the area. Creatures who fail their save are afflicted with stage 1 of blightburn sickness (on a critical failure, the creature moves immediately to stage 2). The level of blightburn sickness caused by this spell is equal to twice the spell's level, and the disease's save DC uses the caster's DC.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1472","name":"Contingency","traits":["concentrate","manipulate"],"type":"Spell","level":7,"source":"Player Core pg. 321","traditions":["arcane"],"cast":"10 minutes","duration":"until your next daily preparations","description":"You prepare a spell that will trigger later. While casting contingency, you also cast another spell of 4th rank or lower with a casting time of no more than 3 actions. This companion spell must be one that can affect you. You must make any decisions for the spell when you cast contingency, such as choosing a damage type for resist energy. During the casting, choose a trigger under which the spell will be cast, using the same restrictions as for the trigger of a Ready action. Once contingency is cast, you can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail. If you cast contingency again, the newer casting supersedes the older.\n\n **Heightened (8th)** You can choose a spell of 5th rank or lower. \n **Heightened (9th)** You can choose a spell of 6th rank or lower. \n **Heightened (10th)** You can choose a spell of 7th rank or lower.","components":["10 minutes"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=652","name":"Control Sand","traits":["uncommon","earth","evocation"],"type":"Spell","level":7,"legacy content":"   ","source":"Pathfinder #155: Lord of the Black Sands pg. 73","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","area":"5-foot emanation","duration":"sustained up to 1 minute","description":"You whip up a small sandstorm around your body. When a creature starts its turn in the area or moves into the area, it must succeed at a Fortitude save or become dazzled for as long as it remains in the area; it is then temporarily immune to this dazzling effect for 10 minutes. \n \n 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.\r\n * **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.\r\n * **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.\r\n * **Sandstorm** The area of the spell expands to a 30-foot emanation, and any creature that starts its turn in the area or moves into the area takes 6d4 slashing damage (basic Reflex save) and must hold its breath or begin suffocating.\r\n\r\n\r\n\n **Heightened (+1)** Increase the sand shield's Hardness by 2 and its Hit Points by 1, the sandblast damage by 1d6, and the sandstorm damage by 1d4.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=888","name":"Corrosive Body","traits":["acid","polymorph","transmutation"],"type":"Spell","level":7,"legacy content":"   ","source":"Secrets of Magic pg. 97 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 3d6 acid damage, and your unarmed attacks deal 1d4 additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain 3d6 temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid spells deal one additional die of acid damage (of the same damage die the spell uses). You can cast acid splash as an innate spell; the splash damage affects all creatures within 15 feet instead of the normal 5 feet.\n\n **Heightened (9th)** Creatures touching you take 4d6 acid damage instead of 3d6, your unarmed attacks deal 2d4 additional acid damage, and you gain 5d6 temporary HP.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=889","name":"Cosmic Form","traits":["polymorph","transmutation"],"type":"Spell","level":7,"legacy content":"  ","source":"Secrets of Magic pg. 98 1.1","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of the form that you choose: \r\n * AC = 21 + your level. Ignore your armor check's penalty and Speed reduction.\r\n * 20 temporary Hit Points.\r\n * Darkvision.\r\n * 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.\r\n * Athletics modifier of +25, unless your own is higher.\r\n\r\n\r\n You also gain specific abilities based on the stellar body:\r\n * **Moon** Speed 30 feet, fly 50 feet; **Melee** |1| fist (agile, reach 10 feet), **Damage** 2d4+10 bludgeoning plus 1d6 fire; **Ranged** |1| moonbeam (range 90 feet), **Damage** 2d4+10 fire; this form's fire damage is silver for resistances, weaknesses, and the like; on a critical hit with either Strike, the target is stupefied 2 for 1 round.\r\n * **Sun** Speed 30 feet, fly 50 feet; **Melee** |1| fist (agile, reach 10 feet), **Damage** 2d6+10 fire plus 1d6 persistent fire; **Ranged** |1| sunbeam (range 90 feet), **Damage** 1d6+10 fire plus 1d6 persistent fire; on a critical hit with either Strike, the target is dazzled for 1 round.\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1239","name":"Curse of the Spirit Orchestra","traits":["uncommon","conjuration","curse","misfortune"],"type":"Spell","level":7,"legacy content":"    ","source":"Pathfinder #185: A Taste of Ashes pg. 79","traditions":["occult"],"cast":"verbal, somatic","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You summon an invisible, insubstantial group of extraplanar musicians who follow the target and play distracting music to hinder its actions. The music the musicians play is as inappropriate to the action as possible (for example, loud drumbeats as the target tries to Sneak or silly children's songs when the target tries to orate in a serious manner). The musicians can't be reasoned with or harmed. \n \n **Critical Success** The target is unaffected. \n **Success** Until the start of your next turn, the target must roll twice and use the worse result when it attempts a Diplomacy, Intimidation, Performance, or Stealth check. When the target rolls a critical success on any skill check, it gets a success instead. When the target rolls a failure on any skill check, it gets a critical failure instead. \n **Failure** As success, but the duration is 1 hour. \n **Critical Failure** As success, but the duration is unlimited.","components":["verbal","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1385","name":"Dancing Fountain","traits":["concentrate","manipulate","water"],"type":"Spell","level":7,"source":"Rage of Elements pg. 172","traditions":["arcane","primal"],"cast":"","action":"3","area":"30-foot burst centered on you","duration":"sustained up to 1 minute","description":"Tapping the ground, you create a shallow pool of water that spreads over the affected area, and majestic sprays, jets, and mists of water erupt forth in a dazzling water show. When you Cast the Spell, and the first time each round you Sustain the spell, you can command the fountain to use one of the following displays, which is accompanied by a loud burst of music. The dancing fountain is somewhat fickle in its desire for novelty, meaning it can't be commanded to use the same display on two consecutive turns.\r\n * **Chasing Jets** A series of vertical jets shoot up in a chase sequence, forcing one creature within the fountain to move 15 feet in a direction of your choice unless it succeeds at a Reflex save against your spell DC. The fountain can't make a creature move outside its area.\r\n * **Flashing Spray** Diffuse fog fills the area of the emanation. All creatures within the fountain become concealed, and all creatures outside the fountain become concealed to creatures within it. The spray persists until the beginning of your next turn.\r\n * **Power Rings** The fountain blasts a series of rings of water into the air that land with a crash in a 10-foot burst centered on a location of your choice within the fountain. The falling torrent deals 10d6 bludgeoning damage to all creatures within the burst (basic Reflex).\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=892","name":"Deity's Strike","traits":["evocation","force"],"type":"Spell","level":7,"legacy content":"  ","source":"Secrets of Magic pg. 99 1.1","traditions":["divine"],"cast":"somatic, verbal","action":"2","requirements":"You have a deity.","range":"500 feet","targets":"1 creature (see text)","description":"A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals 7d12 force damage, or double damage on a critical hit. \n \n After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful). Your target and any other creatures within the area of the spell take 5d6 damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave.\n\n **Heightened (9th)** The force damage increases by 1d12 and the alignment damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1495","name":"Divine Decree","traits":["concentrate","manipulate","sanctified","spirit"],"type":"Spell","level":7,"source":"Player Core pg. 325","traditions":["divine"],"cast":"","action":"2","range":"40 feet","area":"40-foot emanation","defense":"Fortitude","duration":"varies","description":"You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. You deal 7d10 spirit damage to your enemies in the area; each enemy must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is enfeebled 2 for 1 minute. \n **Critical Failure** The creature takes double damage and is enfeebled 2 for 1 minute. If you're on your home plane and the creature is not, the creature is sent back to its home plane. A creature of 10th level or lower must also succeed at a Will save or be paralyzed for 1 minute; if it critically fails, it dies (this is a death effect).\n\n **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."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=85","name":"Divine Vessel","traits":["morph","transmutation"],"type":"Spell","level":7,"legacy content":"  ","source":"Core Rulebook pg. 331 4.0","traditions":["divine"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. \n \n 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. \r\n * 40 temporary Hit Points. \r\n * A fly Speed equal to your Speed. \r\n * Weakness 10 to the alignment opposite the one you chose. \r\n * A +1 status bonus to saves against spells. \r\n * Darkvision. \r\n * Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type. \r\n * One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal 2d8 damage. If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the agile and finesse traits.\r\n\r\n\r\n\n **Heightened (9th)** The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1505","name":"Duplicate Foe","traits":["concentrate","manipulate"],"type":"Spell","level":7,"source":"Player Core pg. 327","traditions":["arcane","occult"],"cast":"","action":"3","range":"30 feet","targets":"1 enemy of level 15 or lower","defense":"Fortitude","duration":"sustained up to 1 minute","description":"You create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. \n \n The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. \n \n The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. \n \n The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way. \n \n **Critical Success** You fail to create a duplicate. \n **Success** The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. \n **Failure** The duplicate works as described.\n\n **Heightened (+1)** The level of creature you can target increases by 2. The duplicate has 10 more HP."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1508","name":"Eclipse Burst","traits":["cold","concentrate","darkness","manipulate","void"],"type":"Spell","level":7,"source":"Player Core pg. 328","traditions":["arcane","divine","primal"],"cast":"","action":"2","range":"500 feet","area":"60-foot burst","defense":"Reflex","description":"A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus an additional 8d4 void damage to living creatures. Each creature in the area must attempt a Reflex save. \n \n If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the light effect. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage. \n **Critical Failure** The creature takes double damage and becomes blinded by the darkness for an unlimited duration.\n\n **Heightened (+1)** The cold damage increases by 1d10 and the void damage against the living increases by 1d4."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1512","name":"Energy Aegis","traits":["concentrate","manipulate"],"type":"Spell","level":7,"source":"Player Core pg. 328","traditions":["arcane","divine","occult","primal"],"cast":"1 minute","range":"touch","targets":"1 creature","duration":"until your next daily preparations","description":"You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, sonic, vitality, and void damage.\n\n **Heightened (9th)** The resistances increase to 10.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=649","name":"Entrancing Eyes","traits":["uncommon","enchantment","mental","visual"],"type":"Spell","level":7,"legacy content":"    ","source":"Pathfinder #154: Siege of the Dinosaurs pg. 74","traditions":["arcane"],"cast":"somatic, verbal","action":"2","area":"30-foot emanation centered on you","duration":"sustained up to 1 minute","description":"Your eyes glow with an entrancing radiance that captivates those who meet your gaze. Any creature that ends its turn within the emanation must attempt a Will save. \n \n **Critical Success** The target is unaffected and becomes immune to this particular casting of the spell. \n **Success** The target is unaffected. \n **Failure** Until the end of its next turn, the target is stupefied 2 and fascinated. \n **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. \n \nDuring 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.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=105","name":"Ethereal Jaunt","traits":["uncommon","conjuration","teleportation"],"type":"Spell","level":7,"legacy content":"   ","source":"Core Rulebook pg. 336 4.0","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","duration":"sustained up to 1 minute","description":"You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down). \n \n You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations originating there. \n \n When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed. \n \n If you cast this spell when not on the Material Plane, it is lost.\n\n **Heightened (9th)** You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1519","name":"Execute","traits":["concentrate","death","manipulate","void"],"type":"Spell","level":7,"source":"Player Core pg. 329","traditions":["divine","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","defense":"basic Fortitude","description":"You point at a creature and invoke the demise of all things. The target takes 70 void damage with a basic Fortitude save. If the target is undead or otherwise has void healing, the spell loses the death and void traits and gains the vitality trait, and the target takes 70 vitality damage with a basic Fortitude save.\n\n **Heightened (+1)** The damage increases by 10.","oldName":"finger of death"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1527","name":"Fiery Body","traits":["concentrate","fire","manipulate","polymorph"],"type":"Spell","level":7,"source":"Player Core pg. 331","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 minute","description":"You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage. \n \n Your unarmed attacks deal an additional 1d4 fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast ignite as an innate spell; the casting is reduced from 2 actions to 1. In fire form, you have a fly Speed of 40 feet and don't need to breathe.\n\n **Heightened (9th)** Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal an additional 2d4 fire damage, and you have a fly Speed of 60 feet."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=690","name":"Force Cage","traits":["evocation","force"],"type":"Spell","level":7,"legacy content":"  ","source":"Advanced Player's Guide pg. 219 2.0","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"30 feet","area":"1 cube 20 feet on each side","saving throw":"Reflex","duration":"sustained up to 1 minute","description":"You create an immobile, invisible prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails. \n \n The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited. \n \n Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a disintegrate spell of any level, or by contact with a rod of cancellation or sphere of annihilation.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=916","name":"Frigid Flurry","traits":["cold","evocation","water"],"type":"Spell","level":7,"legacy content":"   ","source":"Secrets of Magic pg. 108 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","area":"line up to 120 feet","saving throw":"basic Reflex","description":"You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals 9d6 cold damage and 9d6 slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow.\n\n **Heightened (+1)** The cold and slashing damage each increase by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1335","name":"Heaving Earth","traits":["concentrate","earth","manipulate"],"type":"Spell","level":7,"source":"Rage of Elements pg. 95","traditions":["arcane","primal"],"cast":"","action":"2","range":"120 feet","targets":"1 creature or object on the ground","defense":"Reflex","description":"You strike the ground, and unleash a wave that travels through the struck surface to the target. The effect ends as soon as it can't travel through a solid surface, such as a stone floor. Each creature in a line between you and the target is shaken by tremors and must attempt a Reflex saving throw against your spell DC. A creature that fails this save is pushed 10 feet away from you. \n \n The wave explodes once it reaches the target, showering the target with earth and stone and dealing 12d10 bludgeoning damage with a basic Reflex save. A target that fails its save against this explosion is also pushed back 10 feet and knocked prone. A creature subject to the explosion doesn't need to save against the tremors.\n\n **Heightened (9th)** The wave explodes on one additional target of your choice in the line to the final target."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1391","name":"Hungry Depths","traits":["concentrate","manipulate","void","water"],"type":"Spell","level":7,"source":"Rage of Elements pg. 173","traditions":["arcane","primal"],"cast":"","action":"3","range":"120 feet","area":"5-foot burst (see text)","defense":"basic Reflex","duration":"sustained up to 1 minute","description":"A spiral of dark, corrupted water appears in the ground, plunging open a door to the depths that seems to descend for miles. Disembodied glowing eyes and gnashing teeth spin within the vortex, consuming anything that crosses their path. \n \nAll creatures in the area take 4d8 piercing damage plus 4d4 void damage (basic Reflex save). Each time you Sustain the spell, you can increase the vortex's radius by 5 feet, to a maximum of 15 feet, or you can move the vortex up to 10 feet in a straight line. Each creature the vortex moves through takes the damage with a basic Reflex save.A creature can take damage from hungry depths only once per round. \n \n If cast underwater, hungry depths instead fills a 40-foot-tall cylinder with a 5-foot radius.\n\n **Heightened (9th)** The vortex deals 5d8 piercing damage and 5d4 void damage."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=931","name":"Inexhaustible Cynicism","traits":["emotion","enchantment","mental"],"type":"Spell","level":7,"legacy content":"   ","source":"Secrets of Magic pg. 111 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"up to 5 creatures","saving throw":"Will","description":"You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to Recall Knowledge, as it becomes convinced it most likely remembered false information, as from a critical failure on a check to Recall Knowledge. \n \n Finally, the creature takes 6d6 mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn Seeking or otherwise interacting with its surroundings in an attempt to disbelieve the illusions that it feels are obviously surrounding it. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is affected for 1 round. \n **Failure** The creature is affected for 1 minute. \n **Critical Failure** The creature is affected for 1 hour.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1576","name":"Interplanar Teleport","traits":["uncommon","concentrate","manipulate","teleportation"],"type":"Spell","level":7,"source":"Player Core pg. 339","traditions":["arcane","divine","occult","primal"],"cast":"10 minutes","requirements":"You have a planar key for the destination plane, used as a locus","range":"5 feet","targets":"up to 8 willing creatures","description":"You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Netherworld, or the Outer Rifts. You must know the destination plane exists and use a magic planar key created from material from that plane as a locus for the spell. While the planar keys for most prominent planes are uncommon, just like the spell interplanar teleport, more obscure planes and demiplanes often have rare or possibly even unique planar keys. \n \nThe spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Interplanar teleport doesn't provide a means of return travel, though casting interplanar teleport again allows you to return to your previous plane unless there are extenuating circumstances.","components":["10 minutes"],"oldName":"plane shift"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=827","name":"Leng Sting","traits":["uncommon","necromancy","poison"],"type":"Spell","level":7,"legacy content":"   ","source":"Pathfinder #160: Assault on Hunting Lodge Seven pg. 80","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Fortitude","description":"You use the power of nightmares to magically replicate the venomous attack of the aberrant and cunning Leng spiders. You deal 2d6 piercing damage to the touched creature and afflict it with Leng spider venom. If the target takes piercing damage, they must attempt a Fortitude save. \n **Critical Success** The target is unaffected. \n **Success** The target takes 2d6 poison damage. \n **Failure** The target is afflicted with Leng spider venom at stage 1. \n **Critical Failure** The target is afflicted with Leng spider venom at stage 2. \n \n **Leng Spider Venom** (incapacitation, poison) **Level** 13; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and drained 1 (1 round); **Stage 2** 3d6 poison damage and drained 2 (1 round); **Stage 3** 4d6 poison damage, drained 2, and confused (1 round)\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1595","name":"Mask of Terror","traits":["concentrate","emotion","fear","illusion","manipulate","mental","visual"],"type":"Spell","level":7,"source":"Player Core pg. 342","traditions":["arcane","occult","primal"],"deity":"Urgathoa","cast":"","action":"2","range":"30 feet","targets":"1 creature","duration":"1 minute","description":"The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage. \n \n When any creature attempts a hostile action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn. \n \n **Success** The creature is unaffected. \n **Failure** The creature becomes frightened 2 before using its action. \n **Critical Failure** The creature becomes frightened 2, and its action fails and is wasted.\n\n **Heightened (8th)** You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=822","name":"Maze of Locked Doors","traits":["uncommon","conjuration","extradimensional","incapacitation","teleportation"],"type":"Spell","level":7,"legacy content":"     ","source":"Pathfinder #158: Sixty Feet Under pg. 77","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 creature","saving throw":"Will","duration":"sustained","description":"The target of your spell is drawn into a long, twisting, extradimensional hallway blocked at 30-foot intervals with high-grade darkwood doors (Hardness 20, HP 80, BT 40, Athletics DC 30 to Force Open) secured with average locks (DC 25 Thievery, 4 successful checks required). A creature trapped within this hallway can escape only when the spell expires, or when they successfully pass through the number of doors determined by their save, either by breaking through the doors or picking the locks (or any combination of these, if the target must pass through multiple doors to escape). Teleportation effects of 6th level or lower are automatically suppressed within the extradimensional hallway; higher-level teleportation effects require the caster to succeed at a counteract check against your spell DC or they fail.\n \n \n **Critical Success** The target is unaffected. \n **Success** The target is trapped for 1 round, or until it bypasses 1 door. \n **Failure** The target is trapped for 1 minute, or until it bypasses 2 doors. \n **Critical Failure** The target it trapped for 10 minutes, or until it bypasses 3 doors.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1157","name":"Momentary Recovery","traits":["conjuration","teleportation"],"type":"Spell","level":7,"legacy content":"  ","source":"Dark Archive pg. 106","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"60 feet","description":"You instantly teleport yourself and any items you're wearing or holding from your current space to a clear space within range that you can see. If this teleportation would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost. After you vanish but before you arrive, you can take up to 2 actions (or the number of actions you spent to cast momentary recovery, if it was fewer than 2 actions). You can't target any other creatures or objects with anything during these actions and any effect with a duration that you create during these actions ends immediately when you arrive. After you arrive, you are slowed 1 until the end of your next turn.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1081","name":"Moonburst","traits":["uncommon","cold","evocation","light","positive"],"type":"Spell","level":7,"legacy content":"     ","source":"Pathfinder #172: Secrets of the Temple City pg. 77","traditions":["divine","primal"],"cast":"somatic, verbal","action":"2","range":"500 feet","area":"60-foot burst","saving throw":"Reflex","description":"A powerful globe of chilling moonlight explodes in the area, dealing 8d10 cold damage to creatures and objects in the area, plus 8d10 additional positive damage to undead creatures. Moonburst's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. Each creature and object in the area must attempt a Reflex save. \n \n **Critical Success** The creature or object is unaffected. \n **Success** The creature or object takes half damage. \n **Failure** The creature or object takes full damage. \n **Critical Failure** The creature or object takes full damage. If it's a creature, it's blinded for an unlimited duration. \n \nIf the globe overlaps with an area of magical darkness, moonburst attempts to counteract the darkness effect.\n\n **Heightened (+1)** The cold damage increases by 1d10, and the positive damage against undead increases by 1d10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1634","name":"Planar Palace","traits":["uncommon","concentrate","extradimensional","manipulate"],"type":"Spell","level":7,"source":"Player Core pg. 350","traditions":["arcane","occult"],"deity":"Abadar","cast":"1 minute","range":"30 feet","duration":"until your next daily preparations","description":"You grow an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you Cast the Spell. Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will. \n \n Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for interplanar teleport, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes. \n \n A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the phantasmal minion spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people.","components":["1 minute"],"oldName":"magnificent mansion"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1635","name":"Planar Seal","traits":["uncommon","concentrate","manipulate"],"type":"Spell","level":7,"source":"Player Core pg. 350","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"120 feet","area":"60-foot burst","duration":"until your next daily preparations","description":"You create a visible magical barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces. Planar seal tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends.","oldName":"dimensional lock"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1407","name":"Pollen Pods","traits":["concentrate","manipulate","plant","wood"],"type":"Spell","level":7,"source":"Rage of Elements pg. 197","traditions":["arcane","primal"],"cast":"","action":"2","range":"100 feet","area":"four unoccupied 5-foot squares, each of which is at least 20 feet apart","duration":"12 hours","description":"You cultivate four wooden bulbs, each filled with toxic pollen and sensitive to motion. When a creature enters a space adjacent to a bulb, or when a bulb is touched or damaged (each bulb has AC 5), the bulb blossoms and releases pollen in a 15-foot emanation. Creatures in the area take 8d8 poison damage and must attempt a Fortitude save with the following results. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage and becomes dazzled for 1 round. \n **Failure** The creature takes full damage, becomes dazzled for 1 round, and becomes stupefied 1 for 1 minute. \n **Critical Failure** The creature takes double damage, is dazzled for 1 round, and becomes stupefied 2 for 1 minute.\n\n **Heightened (+1)** The damage increases by 2d8."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1638","name":"Possession","traits":["uncommon","concentrate","incapacitation","manipulate","mental","possession"],"type":"Spell","level":7,"source":"Player Core pg. 350","traditions":["occult"],"cast":"","action":"2","range":"30 feet","targets":"1 living creature","defense":"Will","duration":"1 minute","description":"You send your mind and soul into the target's body, attempting to take control. The target must attempt a Will save. If you want to exert less control over the target, you can choose to use the effects of any degree of success more favorable to the target. \n \n While you're possessing a target, your own body is unconscious and can't wake up normally. You can sense everything the possessed target does. You can Dismiss this spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be paralyzed for 1 hour, or 24 hours on a critical failure. If the spell ends during an encounter, you act just before the possessed creature's initiative. \n \n **Critical Success** The target is unaffected. \n **Success** You possess the target but can't control it. You ride along in the body while the spell lasts. \n **Failure** You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends. \n **Critical Failure** You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is controlled by you.\n\n **Heightened (9th)** The duration is 10 minutes, and you can physically enter the creature's body, protecting your physical body while the spell lasts."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=226","name":"Power Word Blind","traits":["uncommon","auditory","enchantment","mental"],"type":"Spell","level":7,"legacy content":"    ","source":"Core Rulebook pg. 358 4.0","traditions":["arcane"],"cast":"verbal","action":"1","range":"30 feet","targets":"1 creature","duration":"varies","description":"You utter an arcane word of power that can make the target blinded upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. \n \n **11th or Lower** The target is blinded permanently. \n **12th–13th** The target is blinded for 1d4 minutes. \n **14th or Higher** The target is dazzled for 1 minute.\n\n **Heightened (+1)** The levels at which each outcome applies increase by 2.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=973","name":"Prismatic Armor","traits":["abjuration"],"type":"Spell","level":7,"legacy content":" ","source":"Secrets of Magic pg. 122 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 willing creature","duration":"1 minute","description":"You wrap the target in armor made of multicolored light. It functions as chromatic armor that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is blinded rather than dazzled.\n\n **Heightened (9th)** The resistances increase to 10 each.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=233","name":"Prismatic Spray","traits":["evocation","light"],"type":"Spell","level":7,"legacy content":"  ","source":"Core Rulebook pg. 360 4.0","traditions":["arcane","occult"],"bloodline":"imperial","cast":"somatic, verbal","action":"2","area":"30-foot cone","description":"A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature. **Prismatic Spray** \r\n\r\n| **1d8** | **Color** | **Save** | **Effects (Traits)** |\r\n| :---: | :---: | :---: | :---: |\r\n| 1 | Red | Reflex | 50 fire damage (fire) |\r\n| 2 | Orange | Reflex | 60 acid damage (acid) |\r\n| 3 | Yellow | Reflex | 70 electricity damage (electricity) |\r\n| 4 | Green | Fortitude | 30 poison damage and enfeebled 1 for 1 minute (poison) |\r\n| 5 | Blue | Fortitude | Affected as if by flesh to stone |\r\n| 6 | Indigo | Will | Confused, as the warp mind spell (mental) |\r\n| 7 | Violet | Will | Slowed for 1 minute; if a critical failure, sent to another plane, as plane shift (teleportation) |\r\n| 8 | Potent beam | - | Affected by two beams - roll twice, rerolling any duplicates or results of 8 |\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1640","name":"Project Image","traits":["concentrate","illusion","manipulate","mental"],"type":"Spell","level":7,"source":"Player Core pg. 351","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","duration":"sustained up to 1 minute","description":"You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends.\n\n **Heightened (+2)** The maximum duration you can Sustain the spell increases to 10 minutes."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1648","name":"Regenerate","traits":["concentrate","healing","manipulate","vitality"],"type":"Spell","level":7,"source":"Player Core pg. 352","traditions":["divine","primal"],"cast":"","action":"2","range":"touch","targets":"1 willing living creature","duration":"1 minute","description":"An infusion of vital energy grants a creature continuous healing. The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the start of each of its turns. While it has regeneration, the target can't die from taking Hit Point damage and its dying condition can't increase to a value that would kill it (this stops most creatures' dying condition at dying 3), though if its wounded value becomes 4 or higher, it stays unconscious until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn. \n \n Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from.\n\n **Heightened (9th)** The regeneration increases to 20."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1652","name":"Retrocognition","traits":["concentrate","manipulate"],"type":"Spell","level":7,"source":"Player Core pg. 353","traditions":["arcane","occult"],"cast":"1 minute","duration":"sustained","description":"Opening your mind to mental echoes, you gain impressions from past events that occurred in your current location. Retrocognition reveals psychic impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute, and so on. These echoes don't play out like a vision but instead reveal impressions of emotions and metaphors that provide cryptic clues and details of the past. If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of at least 30 and possibly as much as 50, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC.\n\n **Heightened (8th)** You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events. \n **Heightened (9th)** You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events.","components":["1 minute"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1087","name":"Return to Essence","traits":["rare","abjuration"],"type":"Spell","level":7,"legacy content":"  ","source":"Pathfinder #173: Doorway to the Red Star pg. 77","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","targets":"one magically sealed or warded doorway or chest","description":"You unravel the magic of a spell that affects a container, door, or lock, converting it into energy you can repurpose to power your own spells. Attempt a counteract check against the target spell or magical effect that wards or seals a doorway or chest, such as lock, or against a spell or effect that deals damage or delivers secondary effects when it's opened, such as glyph of warding. If you succeed, you recover its energy, restoring one of your expended spell slots of 3rd level or lower.\n\n **Heightened (8th)** You can restore an expended spell slot of 4th level or lower. \n **Heightened (9th)** You can restore an expended spell slot of 5th level or lower. \n **Heightened (10th)** You can restore an expended spell slot of 6th level or lower.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=261","name":"Reverse Gravity","traits":["uncommon","evocation"],"type":"Spell","level":7,"legacy content":"  ","source":"Core Rulebook pg. 365 4.0","traditions":["arcane","occult"],"deity":"Otolmens","cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"20-foot radius, 40-foot-tall cylinder","duration":"1 minute","description":"You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity. \n \nWhen reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=996","name":"Shadow Raid","traits":["illusion","shadow"],"type":"Spell","level":7,"legacy content":"  ","source":"Secrets of Magic pg. 129 1.1","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","area":"30-foot burst","saving throw":"basic Reflex or Will (target's choice)","duration":"1 minute","description":"You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you Cast the Spell take 6d8 bludgeoning, piercing, or slashing damage, with a basic Reflex or Will save, as shadows explode into being. You choose the damage type when you Cast the Spell, and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing 3d8 damage of the type you chose to any enemy that ends its turn in the area. All creatures are concealed to enemies in the area, as the illusory shadows swarm over them and block light. \n \n A creature that spends an action to Seek or otherwise interact with the shadow raid can attempt a Perception check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends.\n\n **Heightened (9th)** The initial damage increases by 2d8, and the damage to a creature that ends its turn in the area increases by 1d8.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1320","name":"Shock to the System","traits":["air","concentrate","electricity","healing","manipulate","vitality"],"type":"Spell","level":7,"source":"Rage of Elements pg. 71","traditions":["divine","occult","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 living creature or 1 corpse that died within the last round","duration":"1 minute","description":"A dense lightning cloud descends to fill the target's space, then fires a jolt of revitalizing lightning into the target. If the target is a corpse that died within the last round, the creature comes back to life with 0 Hit Points, and any effects and conditions it had when it died, with the exception of dying, and its wounded condition increases by 1. The creature's initiative is right before yours. \n \n Regardless of whether the creature came back to life or was already alive, it regains 8d8 Hit Points, and the bolt wakes it up if it was unconscious. For the duration of the spell, the target is supercharged. It becomes quickened and can use the extra action to Stand, Stride, Strike, or Fly (if it has a fly Speed). In addition, it can cast 5th-rank thunderstrike as an innate spell at will, using your spell DC. \n \n The cloud that covered the creature remains until the end of the target's next turn. Any creature in the cloud is hidden, and anything outside the cloud is hidden to any creature inside the cloud.\n\n **Heightened (+1)** The healing increases by 2d8, and the thunderstrike rank increases by 1"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=297","name":"Spell Turning","traits":["uncommon","abjuration"],"type":"Spell","level":7,"legacy content":"  ","source":"Core Rulebook pg. 371 4.0","traditions":["arcane"],"deity":"Abraxas","cast":"somatic, verbal","action":"2","duration":"1 hour","description":"This abjuration reflects spells cast at you back at their caster. When a spell targets you, you can spend a reaction to attempt to reflect it. This uses the rules for counteracting the spell, but if the spell is successfully counteracted, the effect is turned back on the caster. Whether or not the counteract attempt is successful, spell turning then ends. Spell turning can't affect spells that aren't targeted (such as area spells). \n \n If spell turning reflects a spell back at a caster who is also under the effect of spell turning, their spell turning can attempt to reflect their own spell back at you again; if they do so, their counteract attempt automatically succeeds.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1707","name":"Sunburst","traits":["concentrate","fire","light","manipulate","vitality"],"type":"Spell","level":7,"source":"Player Core pg. 361","traditions":["divine","primal"],"cast":"","action":"2","range":"500 feet","area":"60-foot burst","defense":"Reflex","description":"A powerful globe of searing sunlight explodes in the area, dealing 8d10 fire damage to all creatures in the area, plus an additional 8d10 vitality damage to undead creatures. Each creature in the area must attempt a Reflex save. \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage. \n **Critical Failure** The creature takes full damage and becomes blinded permanently. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the darkness effect.\n\n **Heightened (+1)** The fire damage increases by 1d10, and the vitality damage against undead increases by 1d10."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1165","name":"Telekinetic Bombardment","traits":["evocation"],"type":"Spell","level":7,"legacy content":" ","source":"Dark Archive pg. 107","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"500 feet","area":"10-foot burst or 30-foot line","saving throw":"Reflex","description":"You grasp a piece of the landscape—such as a tree, carriage, or piece of masonry—and lob it in your foe's direction. Your missile crashes down in either a 10-foot burst (for most missiles) or a 30-foot line (for something long and tall, like a tree or a ship's mast), dealing 14d6 bludgeoning damage and turning its area into difficult terrain as it breaks into rubble. All creatures in the area must attempt a Reflex save. If the area is a line, it doesn't have to start from your square but can instead start anywhere in range, as long as the entire area remains within range. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is knocked prone. \n **Critical Failure** The creature takes double damage, is knocked prone, and is stunned 1.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1015","name":"Tempest of Shades","traits":["incarnate","necromancy"],"type":"Spell","level":7,"legacy content":"  ","source":"Secrets of Magic pg. 135 1.1","traditions":["arcane","divine","occult"],"cast":"material, somatic, verbal","action":"3","range":"100 feet","duration":"until the end of your next turn","description":"You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. \n \n **Arrive** (negative) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects. \n \n **Critical Success** The creature is unaffected \n **Success** The creature is drained 1. \n **Failure** The creature is drained 2. \n **Critical Failure** The creature is drained 3. \n \n **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. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is frightened 1. \n **Failure** The creature is frightened 3. \n **Critical Failure** The creature is frightened 3. It's also fleeing for 1 round or until it's no longer frightened, whichever comes first.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=592","name":"Time Beacon","traits":["divination"],"type":"Spell","level":7,"legacy content":" ","source":"Gods & Magic pg. 111 2.0","traditions":["arcane","occult"],"deities":"Shyka, Yog-Sothoth","cast":"material","action":"1","duration":"until the end of your turn","description":"You create a beacon in time, intending to return to it if things go wrong. You can cast time beacon on only your turn. Keep careful track of everything that happens this turn after you cast time beacon. At the end of your turn, you can choose to rewind time back to just after you cast time beacon, removing all effects of your turn since then. Curses, traps, and other harmful effects that happen during your turn might prevent you from returning to the beacon if they are powerful enough. If you suffered any harmful effects during your turn after casting time beacon, to return to your beacon, time beacon attempts a counteract check against each such effect. If it fails at any of these checks, you can't return. After returning to the time beacon, the spell ends.","components":["material"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1726","name":"True Target","traits":["concentrate","fortune","prediction"],"type":"Spell","level":7,"source":"Player Core pg. 364","traditions":["arcane","occult"],"cast":"","action":"1","range":"60 feet","targets":"4 creatures","duration":"until the start of your next turn","description":"You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out that vision to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1733","name":"Unfettered Pack","traits":["concentrate","manipulate"],"type":"Spell","level":7,"source":"Player Core pg. 365","traditions":["primal"],"cast":"","action":"2","range":"30 feet","targets":"up to 10 creatures","duration":"1 hour","description":"You free those who travel alongside you from environmental hindrances. Targets don't take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, and they ignore difficult terrain from such environmental properties.\n\n **Heightened (9th)** The targets also ignore greater difficult terrain from environmental properties."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1324","name":"Vacuum","traits":["air","concentrate","incapacitation","manipulate"],"type":"Spell","level":7,"source":"Rage of Elements pg. 72","traditions":["arcane","primal"],"cast":"","action":"2","area":"15-foot emanation","defense":"Fortitude","duration":"sustained up to 1 minute","description":"You inhale all air in the surrounding area, stealing the breath of nearby creatures. During vacuum's duration, you take a –1 circumstance penalty against inhaled threats, such as inhaled poisons. If you cast vacuum in an environment where you can't breathe, the spell fails and you immediately begin to suffocate. Creatures in the area must attempt a Fortitude save. A creature that's holding its breath gets a result one degree of success better than it rolled, and creatures that don't need to breathe air are immune to the spell. A creature that later enters the area or ceases holding its breath must attempt a save against the effect. On subsequent rounds, the first time each round you Sustain the spell, you can force each creature in the area to save against the effect. \n \n **Success** The creature begins holding its breath. \n **Failure** The creature wheezes and gasps as its breath is stolen, becoming stunned 1. The creature then begins holding its breath but has only half its normal number of rounds of remaining air. \n **Critical Failure** The creature has all the air sucked out from its lungs and immediately starts to suffocate."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=358","name":"Visions of Danger","traits":["auditory","illusion","visual"],"type":"Spell","level":7,"legacy content":"   ","source":"Core Rulebook pg. 381 4.0","traditions":["occult"],"bloodline":"fey","cast":"material, somatic, verbal","action":"3","range":"500 feet","area":"30-foot burst","saving throw":"Will","duration":"1 minute","description":"An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter.\n\n **Heightened (+1)** The mental damage increases by 1d8.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1746","name":"Volcanic Eruption","traits":["concentrate","fire","manipulate"],"type":"Spell","level":7,"source":"Player Core pg. 366","traditions":["primal"],"cast":"","action":"2","range":"120 feet","area":"5-foot radius, 80-foot-tall cylinder","defense":"Reflex","description":"The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is clumsy 1 and takes a –10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they're encased, but they don't take damage from this fall. A creature encased in rock can attempt to Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock. \n \n Additionally, creatures in the area and those within 5 feet of the lava column automatically take 3d6 fire damage from the intense heat, regardless of the results of their saving throws. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is encased. \n **Critical Failure** The creature takes double damage and is encased.\n\n **Heightened (+1)** The damage in the area increases by 2d6, and the damage from the intense heat increases by 1d6."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1754","name":"Warp Mind","traits":["concentrate","emotion","incapacitation","manipulate","mental"],"type":"Spell","level":7,"source":"Player Core pg. 368","traditions":["arcane","occult"],"deity":"Nethys","cast":"","action":"2","range":"120 feet","targets":"1 creature","defense":"Will","description":"You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, wish rituals and abilities that can remove non-magical effects can still counteract the effects. \n \n **Critical Success** The target is unaffected. \n **Success** The target spends the first action on its next turn with the confused condition. \n **Failure** The target is confused for 1 minute. \n **Critical Failure** The target is confused permanently."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=815","name":"All is One, One is All","traits":["rare","necromancy"],"type":"Spell","level":8,"legacy content":"  ","source":"Legends pg. 64 \nPFS Note If a target of all is one, one is all does not consent to the allocation of Hit Points resulting from this spell, they become an unwilling target and they (and their Hit Points) are removed from the spell’s effect. The spell can continue with any remaining targets.","traditions":["arcane","primal"],"cast":"material, somatic, verbal","action":"3","range":"60 feet","targets":"you and up to 10 willing living allies","description":"You meld the targets' matter and life force into one and then, in an instant, sift them back out into their component selves. When you separate the targets back into themselves, you can choose to switch the positions of any number of targets with the positions of other targets. Additionally, you can modulate the share of vital essence to share the burden of pain. Distribute the Hit Points of all targets however you choose, except that no target can receive fewer than 1 Hit Point or more than their maximum Hit Points.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=14","name":"Antimagic Field","traits":["rare","abjuration"],"type":"Spell","level":8,"legacy content":"  ","source":"Core Rulebook pg. 318 4.0","traditions":["arcane","divine","occult"],"cast":"material, somatic, verbal","action":"3","area":"10-foot emanation, which affects you","duration":"sustained up to 1 minute","description":"You repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells—such as dispel magic—can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field; the ability boost from an apex item isn't suppressed within the field. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field. \n \n The field disrupts only magic, so a +3 longsword still functions as a longsword. Magically created creatures (such as golems) function normally within an antimagic field.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1444","name":"Arctic Rift","traits":["cold","concentrate","manipulate"],"type":"Spell","level":8,"source":"Player Core pg. 316","traditions":["arcane","primal"],"cast":"","action":"2","area":"120-foot line","defense":"Fortitude","description":"A jagged crack opens in the air, dealing 12d8 cold damage as it draws away warmth. Each creature along the rift must attempt a Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is slowed 1 until the start of your next turn. \n **Critical Failure** The creature takes double damage, is immobilized by a layer of ice, and is slowed 1 as long as its immobilized. The ice is an object with 60 Hit Points, Hardness 5, immunity to cold damage, and vulnerability 10 to fire. It has object immunities (page 269) and is destroyed if the target Escapes.\n\n **Heightened (+1)** The damage increases by 1d8 and the ice's Hit Points increase by 5.","oldName":"polar ray"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=874","name":"Boil Blood","traits":["evocation","fire"],"type":"Spell","level":8,"legacy content":"  ","source":"Secrets of Magic pg. 92 1.1","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"1 creature","saving throw":"Fortitude","description":"You heat a foe's blood and boil it within its veins. The target takes 10d10 fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can be affected, but a creature with no blood is immune. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage. \n **Failure** The target takes full damage and is drained 2. \n **Critical Failure** The target takes double damage and is drained 3.\n\n **Heightened (+1)** The damage increases by 1d10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=878","name":"Burning Blossoms","traits":["enchantment","fire","plant"],"type":"Spell","level":8,"legacy content":"   ","source":"Secrets of Magic pg. 93 1.1","traditions":["arcane","primal"],"deity":"Arundhat","cast":"somatic, verbal","action":"3","range":"120 feet","area":"30-foot radius, 100-foot tall cylinder","saving throw":"Will","duration":"1 minute","description":"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. \n \n 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. \n \n **Critical Success** The creature is unaffected and is temporarily immune for 24 hours. \n **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. \n **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. \n **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.\n\n **Heightened (+1)** The damage increases by 1d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1459","name":"Canticle of Everlasting Grief","traits":["auditory","concentrate","curse","emotion","fear","manipulate","mental"],"type":"Spell","level":8,"source":"Player Core pg. 319","traditions":["divine","occult"],"cast":"","action":"2","range":"120 feet","targets":"1 creature","defense":"Will","duration":"varies","description":"You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible to only them. The target takes 10d6 mental damage depending on its Will save. A creature cursed by this spell can't benefit from circumstance or status bonuses, for the duration noted in the degree of success. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage, is frightened 1, and is cursed for 1 round. \n **Failure** The target takes full damage, is frightened 3, and is cursed for 1 week. \n **Critical Failure** The target takes double damage, is frightened 4, and is cursed for an unlimited duration. While the curse remains, the target's allies are also affected by the curse while within 15 feet of the creature."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=885","name":"Clone Companion","traits":["conjuration"],"type":"Spell","level":8,"legacy content":" ","source":"Secrets of Magic pg. 96 1.1","traditions":["primal"],"cast":"material, somatic, verbal","action":"3","range":"30 feet","targets":"your companion","duration":"sustained up to 1 minute","description":"You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. The duplicate appears adjacent to your companion and has the same statistics. \n \n Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day. \n \n The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=656","name":"Deluge","traits":["uncommon","evocation","water"],"type":"Spell","level":8,"legacy content":"   ","source":"Pathfinder #156: The Apocalypse Prophet pg. 76","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"500 feet","area":"40-foot burst","description":"You unleash a catastrophic downpour in the area that vanishes an instant later. All flying creatures in the area descend 50 feet or until blocked by the ground or firm surface. Each creature whose descent was blocked by the ground or firm surface takes bludgeoning damage equal to the number of feet it fell (the creature does not also take falling damage) and is knocked prone. Creatures on the ground, including flying creatures forced to the ground by the spell, must succeed at a Reflex save or be pushed 50 feet away from the center of the area. \n \n Flimsy structures in the area collapse. The GM can determine other large-scale effects that result from the deluge.\n\n **Heightened (+1)** The area increases by 10 feet, and flying creatures fall an additional 10 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1484","name":"Desiccate","traits":["concentrate","manipulate","void"],"type":"Spell","level":8,"source":"Player Core pg. 323","traditions":["arcane","primal"],"cast":"","action":"2","range":"500 feet","targets":"any number of living creatures","defense":"basic Fortitude","description":"You pull the moisture from the targets' bodies, dealing 10d10 void damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to desiccate.\n\n **Heightened (+1)** The damage increases by 1d10.","oldName":"horrid wilting"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=657","name":"Devour Life","traits":["uncommon","death","healing","necromancy","negative"],"type":"Spell","level":8,"legacy content":"     ","source":"Pathfinder #156: The Apocalypse Prophet pg. 76","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 living creature","saving throw":"basic Fortitude","description":"You attempt to utterly consume the target's life force. The target takes 60 negative damage with a basic Fortitude save. If this damage reduces the target to 0 Hit Points, it dies immediately. You regain Hit Points equal to half the negative damage the target takes (after applying resistance and the like). Any excess healing is gained as temporary Hit Points, which you lose after 1 minute.\n\n **Heightened (+1)** The damage increases by 10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1490","name":"Disappearance","traits":["illusion","manipulate","subtle"],"type":"Spell","level":8,"source":"Player Core pg. 324","traditions":["arcane","occult"],"cast":"","action":"2","range":"touch","targets":"1 target","duration":"10 minutes","description":"You shroud a creature from others' senses. The target becomes undetected, not just to sight but to all senses, allowing the target to count as invisible no matter what precise and imprecise senses an observer might have. It's still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=896","name":"Divine Armageddon","traits":["necromancy","negative","positive"],"type":"Spell","level":8,"legacy content":"   ","source":"Secrets of Magic pg. 100 1.1","traditions":["divine"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"60-foot burst","saving throw":"basic Fortitude","description":"You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike. Creatures in the area take 10d6 negative damage and 10d6 alignment damage (good, evil, lawful, or chaotic), chosen from among the alignments your deity has. If your deity is true neutral, increase the negative damage by 4d6 instead of dealing alignment damage. A creature harmed by positive damage, such as one with negative healing, takes positive damage instead of negative damage from this spell. \n \n You can't cast this spell if you don't have a deity. This spell gains the trait corresponding to the alignment damage dealt.\n\n **Heightened (+1)** The damage increases by 1d6 negative damage, 1d6 alignment damage, and 1d6 additional negative and positive damage for a true neutral deity.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=81","name":"Divine Aura","traits":["abjuration","aura"],"type":"Spell","level":8,"legacy content":"  ","source":"Core Rulebook pg. 331 4.0","traditions":["divine"],"bloodlines":"angelic, demonic, diabolic","cast":"somatic, verbal","action":"2","area":"10-foot emanation","targets":"allies in the area","duration":"sustained up to 1 minute","description":"Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. \n \n Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. The bonuses granted by the spell increase to +2 against attacks by—and effects created by—creatures with an alignment opposite to the spell (lawful if you chose chaotic, evil if you chose good). These bonuses increase to +4 against effects created by such creatures that attempt to impose the controlled condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura. \n \n When a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be blinded for 1 minute. It's then temporarily immune for 1 minute. \n \n The first time you Sustain the Spell each round, the divine aura's radius grows 10 feet.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1497","name":"Divine Inspiration","traits":["concentrate","manipulate","mental"],"type":"Spell","level":8,"source":"Player Core pg. 325","traditions":["divine"],"cast":"","action":"2","range":"touch","targets":"1 willing creature","description":"You infuse a target with spiritual energy, refreshing its magic. If it prepares spells, it recovers one 6th-rank or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-rank or lower spell slots. If it has a focus pool, it regains its Focus Points, as if it had Refocused."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=89","name":"Dream Council","traits":["illusion","mental","sleep"],"type":"Spell","level":8,"legacy content":"   ","source":"Core Rulebook pg. 333 4.0","traditions":["arcane","occult"],"deity":"Nyarlathotep (The Crawling Chaos)","cast":"10 minutes (somatic, verbal)","range":"planetary","targets":"up to 12 creatures you know by name and have met in person","duration":"1 hour","description":"When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends.","components":["10 minutes (somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1507","name":"Earthquake","traits":["concentrate","earth","manipulate"],"type":"Spell","level":8,"source":"Player Core pg. 327","traditions":["arcane","primal"],"cast":"","action":"2","range":"500 feet","area":"60-foot burst","duration":"1 round","description":"You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand. \r\n * **Shaking Ground** The ground is difficult terrain, and creatures on it take a –2 circumstance penalty to attack rolls, AC, and skill checks.\r\n * **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 Athletics checks to Climb.\r\n * **Collapse** Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage to each creature caught in it with a basic Reflex save. A creature falls prone unless it critically succeeds and falls into a fissure if it critically fails.\r\n\r\n\r\n\n **Heightened (10th)** You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1153","name":"Falling Sky","traits":["evocation","incapacitation"],"type":"Spell","level":8,"legacy content":"  ","source":"Dark Archive pg. 105","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"60-foot tall, 30-foot radius cylinder","description":"Extraordinary telekinetic pressure smashes down through the area, battering creatures within it to the ground. All flying creatures in the area descend to the bottom of the spell's area, taking twice as much bludgeoning damage as if they had fallen the distance moved, to a maximum of 60 falling damage if they fall 60 feet. They take this falling damage even if the spell's area is entirely in the air and they don't hit the ground, as they concuss against the bottom of the spell's area at great speed. Creatures on the ground and within the spell's area, including flying creatures forced to the ground, must attempt Fortitude saves. \n \n **Critical Success** The creature is unaffected, and if it was flying, it isn't knocked prone even though it took falling damage. \n **Success** The creature is knocked prone. \n **Failure** The creature is knocked prone and stunned 2. \n **Critical Failure** The creature is knocked prone and stunned for 1 round.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1369","name":"Ferrous Form","traits":["concentrate","manipulate","metal","polymorph"],"type":"Spell","level":8,"source":"Rage of Elements pg. 142","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 hour","description":"Your body transforms entirely into flexible iron. You gain resistance 10 to physical damage, except adamantine. You're immune to death effects, disease, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, and void; any of those conditions you had when the spell is cast are suspended until the spell ends, then return with their remaining duration when the spell ends. While made of iron, you're subject to rusting effects like the rust cloud spell. \n \n Your fist Strikes have a 1d10 damage die, and your metal spells deal one additional die of damage (of the same damage die and damage type the spell uses). You can cast needle darts as an innate spell; the casting is reduced from 2 actions to 1. \n \n In this form, you don't need to breathe. Your Bulk doubles (to 6 if you're Small or 12 if you're Medium), and you become too dense to Swim in water, automatically sinking to the bottom. You can Dismiss the spell.\n\n **Heightened (9th)** The resistance increases to 15."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1556","name":"Hidden Mind","traits":["uncommon","concentrate","manipulate"],"type":"Spell","level":8,"source":"Player Core pg. 335","traditions":["arcane","occult"],"cast":"","action":"2","range":"30 feet","targets":"1 creature","duration":"until your next daily preparations","description":"Powerful wards hide a creature from magic that would spy on it or affect its mind. The target gains a +4 status bonus to saves against mental effects. Hidden mind attempts to counteract any detection, revelation, and scrying effects as if its spell rank were 1 higher than its actual rank. On a success, the effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target.","oldName":"mind blank"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1090","name":"Hypnopompic Terrors","traits":["rare","emotion","fear","illusion","incapacitation","mental"],"type":"Spell","level":8,"legacy content":"      ","source":"Monsters of Myth pg. 89","traditions":["occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"up to 10 creatures","saving throw":"Will","description":"You send a wave of nightmarish visions crashing over your targets, leaving them paralyzed by fear. These visions inflict real wounds on vulnerable targets, dealing 6d12 mental damage. If you target a sleeping creature, it wakes up as it attempts the save but takes one degree of success worse than the result it rolled on its save. \n \n **Critical Success** The target is unaffected. \n **Success** The target is frightened 2 and takes half the mental damage. \n **Failure** The target is frightened 2, is paralyzed for 1 round, and takes the full mental damage. \n **Critical Failure** The target is frightened 2, is paralyzed for 2 rounds, and takes double the mental damage.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1600","name":"Migration","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":8,"source":"Player Core pg. 343","traditions":["primal"],"cast":"","action":"2","range":"20 feet","targets":"you and up to 5 willing creatures","duration":"8 hours","description":"The targets naturally take on animal forms most fitting their movement and environment. Each target gains a land, burrow, climb, fly, and swim Speed of 40 feet, and can transform into a Tiny or Small animal most appropriate for a given movement and environment. It also gains immunity to mild, severe, and extreme cold and heat, along with any other immunities common to the local wildlife, at the GM's discretion. In exploration mode, a target can move much faster, at a travel Speed of 20 miles per hour. \n \n A target can't Strike, cast spells, or use most manipulate actions in animal form, but it can resume its normal shape by Sustaining the spell. It can Sustain the spell again to resume animal form."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1607","name":"Moment of Renewal","traits":["concentrate","healing","manipulate"],"type":"Spell","level":8,"source":"Player Core pg. 344","traditions":["divine","primal"],"cast":"","action":"2","range":"touch","targets":"up to 6 creatures","description":"The targets experience a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1608","name":"Monstrosity Form","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":8,"source":"Player Core pg. 344","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 minute","description":"You transform into the shape of a legendary monster, assuming a Huge battle form. When you Cast this Spell, choose phoenix, cave worm, or sea serpent. While in this form, you gain the beast trait (for phoenix) or the animal trait (for cave worm or sea serpent). You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of which battle form you choose: \r\n * AC = 20 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 20 temporary Hit Points.\r\n * Darkvision.\r\n * One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.\r\n * Athletics modifier of +30, unless your own is higher.\r\n\r\n\r\n You gain specific abilities based on the monster you choose:\r\n * **Cave Worm** Speed 40 feet, burrow 30 feet, swim 20 feet; **Melee** |1| jaws (reach 10 feet), **Damage** 2d12+20 piercing; Melee |1| stinger (agile, reach 10 feet), Damage 2d8+15 piercing plus 2d6 persistent poison; Melee |1| body (reach 10 feet) Damage 2d8+20 bludgeoning; **Inexorable** You automatically recover from the paralyzed, slowed, and stunned conditions at the end of each of your turns. You're also immune to being immobilized and ignore difficult terrain and greater difficult terrain.\r\n * **Phoenix** Speed 30 feet, fly 90 feet; **Melee** |1| beak (reach 15 feet), **Damage** 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; **Melee** |1| talon (agile, reach 15 feet), **Damage** 2d8+12 slashing; **Shroud of Flame** (aura, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can activate or deactivate this aura with a Sustain action.\r\n * **Sea Serpent** Speed 20 feet, swim 90 feet; **Melee** |1| jaws (reach 15 feet), **Damage** 2d12+20 piercing; **Melee** |1| tail (reach 25 feet), **Damage** 2d8+20 bludgeoning; **Spine Rake** |2| (move) You extend your spines and Swim or Stride. Each creature you're adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).\r\n\r\n\r\n\n **Heightened (9th)** You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1633","name":"Pinpoint","traits":["uncommon","concentrate","detection","manipulate"],"type":"Spell","level":8,"source":"Player Core pg. 349","traditions":["arcane","divine","occult"],"cast":"10 minutes","range":"unlimited","targets":"1 creature or object","description":"You learn the name of the target's exact location (including the building, community, and country) and plane of existence. You can target a creature only if you've seen it in person, have one of its significant belongings, or have a piece of its body, such as a lock of hair. To target an object, you must have touched it or have a fragment of it. Pinpoint automatically overcomes protections against detection effects of lower rank than this spell, even if they would normally have a chance to block it.","components":["10 minutes"],"oldName":"discern location"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=228","name":"Power Word Stun","traits":["uncommon","auditory","enchantment","mental"],"type":"Spell","level":8,"legacy content":"    ","source":"Core Rulebook pg. 359 4.0","traditions":["arcane"],"cast":"verbal","action":"1","range":"30 feet","targets":"1 creature","duration":"varies","description":"You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. \n \n **13th or Lower** The target is stunned for 1d6 rounds. \n **14th–15th** The target is stunned for 1 round. \n **16th or Higher** The target is stunned 1.\n\n **Heightened (+1)** The levels at which each outcome applies increase by 2.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=234","name":"Prismatic Wall","traits":["abjuration","light"],"type":"Spell","level":8,"legacy content":"  ","source":"Core Rulebook pg. 360 4.0","traditions":["arcane","occult"],"bloodlines":"draconic, elemental","deity":"Yuelral","cast":"material, somatic, verbal","action":"3","range":"120 feet","duration":"1 hour","description":"You create an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. You can pass through the wall and ignore its effects. The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet). Creatures other than you that come into the wall's light must attempt a Will save; they're dazzled for 1 round on a success, blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour. \n \n A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls. \n \n The wall as a whole is immune to counteracting effects of the wall's level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is counteracted. Counteracting a color wall removes that color's effect from the wall, and counteracting them all ends prismatic wall. You can Dismiss the spell.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=658","name":"Prying Survey","traits":["uncommon","divination","scrying"],"type":"Spell","level":8,"legacy content":"   ","source":"Pathfinder #156: The Apocalypse Prophet pg. 76","traditions":["arcane","occult"],"cast":"1 minute (material, somatic, verbal)","area":"120-foot emanation","duration":"1 hour","description":"You create eight invisible, floating eyes, each about 3 inches in diameter, that scan the area around you, transmitting rough impressions of the environment. The eyes constantly examine and send you summaries of their findings. They are solid and can't move through barriers, and they don't follow routes that they fail to find while Searching. Any damage to an eye destroys it. When all eyes are destroyed, the spell ends. \n \n As a single action, which has the concentrate trait, you can concentrate on a location within the area that an eye can reach. An eye travels to that location, and you Seek visually as if you were there. As an exploration activity, you can travel at half speed while continuing to concentrate on the eyes to gain the benefits of both the Scout and Search activities. With the eyes, you can check everything even if you are traveling faster than 300 feet per minute. The eyes use your Perception modifier. You can have only one prying survey in effect at a time.\n\n **Heightened (10th)** The area increases to a 500-foot emanation.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1643","name":"Punishing Winds","traits":["air","concentrate","manipulate"],"type":"Spell","level":8,"source":"Player Core pg. 351","traditions":["primal"],"cast":"","action":"3","range":"100 feet","area":"30-foot radius, 100-foot-tall cylinder","duration":"sustained up to 1 minute","description":"Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen. \n \n The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1644","name":"Quandary","traits":["concentrate","extradimensional","manipulate","teleportation"],"type":"Spell","level":8,"source":"Player Core pg. 351","traditions":["arcane","occult"],"deity":"Nethys","cast":"","action":"2","range":"30 feet","targets":"1 creature","duration":"sustained","description":"You transport the target into an extraplanar puzzle room of mysterious origin, locking them there. Once each turn as a single action, the target can attempt an Occultism check, Perception check, or Thievery check against your spell DC to solve the puzzle. Teleportation effects can't carry the target outside the puzzle room unless they can also traverse the planes, such as interplanar teleport. When the spell ends, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled. \n \n **Critical Success** The target solves the puzzle and escapes. \n **Success** The target is on the right path to the solution. If it was already on the right path, it solves the puzzle and escapes. \n **Failure** The target makes no progress toward a solution. \n **Critical Failure** The target makes no progress and, if it was on the right path, it no longer is.","oldName":"maze"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1361","name":"Rainbow Fumarole","traits":["concentrate","fire","incapacitation","light","manipulate"],"type":"Spell","level":8,"source":"Rage of Elements pg. 121","traditions":["arcane","primal"],"cast":"","action":"3","range":"500 feet","area":"20-foot radius, 60-foot-tall cylinder","defense":"basic Reflex","duration":"1 minute","description":"Multi-hued flames break through cracks in the ground, reaching high into the sky and giving off dangerous fumes. When you cast the spell, roll 1d8 on the table below to determine the effects of the fumarole. \n \n Any creature caught inside the area of rainbow fumarole when you cast it takes the indicated damage with a basic Reflex save and, on a failure, takes any added effect listed. Creatures must also attempt a saving throw when they move through the spell's area or end their turn in it. Squares within the area of the rainbow fumarole are difficult terrain. ** ** \r\n\r\n| **1d8** | **Color** | **Damage** | **Added Effect** |\r\n| :---: | :---: | :---: | :---: |\r\n| 1 | Red | 50 fire plus 2d6 persistent fire | — |\r\n| 2 | Orange | 50 fire | Knocked prone |\r\n| 3 | Yellow | 30 fire plus 20 bludgeoning | Pushed 10 feet |\r\n| 4 | Green | 20 fire plus 20 acid | Sickened 2 |\r\n| 5 | Blue | 30 fire | Paralyzed for 1 round |\r\n| 6 | Indigo | 30 fire | Confused for 1 minute |\r\n| 7 | Violet | 30 fire | Slowed 1 for 1 minute |\r\n| 8 | All | Choose the color for each affected creature and use that color's damage and added effect; if a creature is affected again, you can choose a different color. | — |\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=267","name":"Scintillating Pattern","traits":["illusion","incapacitation","visual"],"type":"Spell","level":8,"legacy content":"   ","source":"Core Rulebook pg. 367 4.0","traditions":["arcane","occult"],"deity":"Nalinivati","cast":"material, somatic","action":"2","range":"120 feet","area":"20-foot burst","saving throw":"Will","duration":"sustained up to 1 minute","description":"A field of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern's area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves. \n \n **Success** The creature is unaffected. \n **Failure** The creature is confused for 1d4 rounds. \n **Critical Failure** The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell.","components":["material","somatic"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=303","name":"Spirit Song","traits":["force","necromancy"],"type":"Spell","level":8,"legacy content":"  ","source":"Core Rulebook pg. 372 4.0","traditions":["occult"],"bloodline":"psychopomp","cast":"somatic, verbal","action":"2","area":"60-foot cone","saving throw":"basic Fortitude","description":"Your eldritch song sends pulsing waves of ethereal energy to attack creatures' spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures' spirits, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area but not passing onward to damage creatures in other rooms. Possessed creatures aren't harmed by the song. The song doesn't harm creatures that have no spirit, such as constructs.\n\n **Heightened (+1)** The damage increases by 2d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=304","name":"Spiritual Epidemic","traits":["curse","necromancy"],"type":"Spell","level":8,"legacy content":"  ","source":"Core Rulebook pg. 372 4.0","traditions":["divine","occult"],"bloodline":"hag","cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it's affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way. \n \n **Critical Success** The target is unaffected. \n **Success** The target is enfeebled 2 and stupefied 2 for 1 round. \n **Failure** The target is enfeebled 2 and stupefied 2 for 1 minute and enfeebled 1 and stupefied 1 permanently. \n **Critical Failure** The target is enfeebled 3 and stupefied 3 for 1 minute and enfeebled 2 and stupefied 2 permanently.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1005","name":"Summon Archmage","traits":["conjuration","incarnate"],"type":"Spell","level":8,"legacy content":"  ","source":"Secrets of Magic pg. 131 1.1","traditions":["arcane"],"cast":"material, somatic, verbal","action":"3","range":"100 feet","duration":"until the end of your next turn","description":"You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet. \n \n **Arrive** (evocation, force) Archmage's Amplification The archmage arrives in a fierce burst of magical force, automatically dealing 3d4+3 force damage to up to 5 creatures it chooses within 100 feet of it. Like magic missiles, this can be blocked by the shield spell. The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage's influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster's turn), it doesn't decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell's maximum duration was 3 rounds or longer. \n \n **Depart** (abjuration) Archmage's Rebuke The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is stupefied 2 for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1007","name":"Summon Deific Herald","traits":["conjuration","incarnate"],"type":"Spell","level":8,"legacy content":"  ","source":"Secrets of Magic pg. 131 1.1","traditions":["divine"],"cast":"material, somatic, verbal","action":"3","requirements":"You have a deity.","range":"100 feet","duration":"until the end of your next turn","description":"Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity's alignment.\r\n * **Lawful Good**: **Arrive** (enchantment, good, lawful) Aura of Retribution While within 100 feet of the herald, you and your allies gain the champion's Retributive Strike reaction; **Depart** Holy Smite The herald casts 5th-level divine wrath (choosing good) in a 100-foot emanation.\r\n * **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.\r\n * **Chaotic Good**: **Arrive** (chaotic, enchantment, good) Aura of Liberation While within 100 feet of the herald, you and your allies gain the champion's Liberating Step reaction; **Depart** Radiating Freedom The herald affects you and all your allies within 100 feet with freedom of movement. The duration is reduced to 3 rounds.\r\n * **Lawful Neutral**: **Arrive** (abjuration, lawful) Defy Chaos You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; **Depart** Order's Wrath The herald casts 5th-level divine wrath (choosing lawful) in a 100-foot emanation.\r\n * **Neutral**: **Arrive** (transmutation) Quickening Ripple You and each ally within 100 feet of the herald are quickened while the herald is present, and can use the additional action to Step, Stride, or Strike; **Depart** Sapping Beam The herald casts 6th-level enervation in a 100-foot line.\r\n * **Chaotic Neutral**: **Arrive** (abjuration, chaotic) Defy Law You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; **Depart** Chaos Hammer The herald casts 5th-level divine wrath (choosing chaotic) in a 100-foot emanation.\r\n * **Lawful Evil**: **Arrive** Aura of Iron While within 100 feet of the herald, you and your allies gain the champion's Iron Command reaction; **Depart** Unholy Blight The herald casts 5th-level divine wrath (choosing evil) in a 100-foot emanation.\r\n * **Neutral Evil**: **Arrive** Aura of Selfishness While within 100 feet of the herald, you and your allies gain the champion's Selfish Shield reaction; **Depart** Infinite Despair The herald casts 5th-level crushing despair in a 100-foot cone.\r\n * **Chaotic Evil**: **Arrive** Aura of Vengeance While within 100 feet of the herald, you and your allies gain the champion's Destructive Vengeance reaction; **Depart** Weapon Hurricane The herald casts 5th-level weapon storm in a 100-foot cone, using d12 for the die size.\r\n\r\n\r\n","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1423","name":"Summon Elemental Herald","traits":["concentrate","incarnate","manipulate"],"type":"Spell","level":8,"source":"Rage of Elements pg. 222","traditions":["arcane","divine","primal"],"spell list":"elemental","cast":"","action":"3","range":"100 feet","duration":"until the end of your next turn","description":"Your meditation into the different elemental planes connects you to them deeply, and this connection allows you to summon a herald of an elemental lord. The herald arrives in the form of a natural disaster centralized on your enemies. The herald occupies the space of a Huge creature. When you Cast this Spell, choose one of the elemental heralds below to summon; if you're a divine spellcaster who worships an elemental lord, you must choose the option matching your deity's element. This spell gains the trait (air, earth, fire, metal, water, or wood) matching your choice.\r\n * **Air** Speed fly 60 feet; **Arrive** (air) Supercell Front The herald of air arrives in the form of a twisting tornado, with high-speed winds slamming into your enemies. Each enemy in a 100-foot emanation takes 10d8 bludgeoning damage with a basic Fortitude save; **Depart** (air) Twister Downdraft Each enemy in a 60-foot line must attempt a Fortitude save. A creature that fails is knocked prone if it's on the ground or descends 40 feet if it's in the air. A creature that descends takes falling damage if this forced movement brings it to the ground.\r\n * **Earth** Speed 50 feet, burrow 30 feet; **Arrive** (earth) Tectonic Rise The herald of earth erupts from the ground, splitting it open in a 50-foot emanation. Each enemy in the emanation takes 10d6 slashing damage from the flying debris with a basic Reflex save. Enemies who critically fail fall 30 feet into the crevasse, taking falling damage (the sides of the fissure require successful DC 15 Athletics checks to Climb); **Depart** (sonic) Plate Crash The herald of earth sinks back into the ground, and the sides of the crevasse slam together with a deafening blow, dealing 5d10 sonic damage with a basic Fortitude save to all enemies in a 30-foot emanation. An enemy that critically fails is deafened for 10 minutes.\r\n * **Fire** Speed 60 feet, fly 40 feet; **Arrive** (fire) Magma Flow The herald of fire flows into the area as living magma, dealing 10d6 fire damage and 3d6 persistent fire damage to all enemies in a 60-foot emanation with a basic Reflex save; **Depart** (fire) Flame Vortex Each enemy in a 60-foot line takes 6d6 fire damage and 3d6 persistent fire damage with a basic Reflex save as the fire herald whips into a fire pillar before vanishing.\r\n * **Metal** Speed 50 feet, fly 50 feet; **Arrive** (metal) Shard Cloud The herald of metal arrives as a cloud of metal shards and static electricity, dealing 4d8 slashing damage and 4d12 electricity damage to all enemies in a 50-foot emanation with a basic Reflex save; **Depart** (metal) Rust Mist The shards in the cloud rapidly rust and cling to enemies in the 50-foot emanation, dealing 10d6 damage to metal creatures and objects in the area with a basic Reflex save, ignoring Hardness. Unattended objects automatically critically fail this save.\r\n * **Water** Speed 40 feet, swim 60 feet; **Arrive** (cold, water) Hurricane Formation The herald of water forms as a miniature hurricane. Each enemy in a 60-foot emanation takes 4d10 bludgeoning damage from the slamming rains and 4d10 cold damage from the falling hail with a basic Fortitude save; **Depart** (cold, water) Cataclysmic Deluge The hurricane collapses into a rushing flood, dealing 6d8 bludgeoning damage to all enemies in a 120-foot cone with a basic Fortitude save. A creature that fails its save is pushed 20 feet away from the herald (or 40 feet on a critical failure).\r\n * **Wood** Speed 50 feet, burrow 30 feet; **Arrive** (plant, wood) Advantageous Roots The herald of wood bursts forth from the ground as a complex root system. Each enemy in a 50-foot emanation takes 6d10 piercing damage with a basic Reflex save as the roots skewer its limbs and body. Each enemy that fails its save takes a –10-foot status penalty to its Speeds until the herald departs; **Depart** (plant, wood) Retreat to Soil The roots retreat into the ground, dealing 6d10 piercing damage to each enemy in a 50-foot emanation with a basic Reflex save. Any creature with a penalty to Speeds from its initial save automatically takes 2d6 persistent bleed damage. The ground in the emanation is difficult terrain after the roots retreat.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1189","name":"Summon Irii","traits":["rare","conjuration","incarnate"],"type":"Spell","level":8,"legacy content":"   ","source":"Dark Archive pg. 182","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"100 feet","duration":"until the end of your next turn","description":"You cast your spell, whisper your words of power, and find that an irii is already here—indeed, they have always been here, and always were, and always will be. The temporal being occupies the space of a Medium creature and has a Speed of 60 feet and a fly Speed of 60 feet. When you Cast this Spell, choose whether it summons a fate irii or a fortune irii.\r\n * **Fate** The fate stands before you with its stained-glass wings and animal-headed gaze, floating eyes circling about it; **Arrive** (divination, fortune, lawful, prediction) Decree the Immutability of Time While within 30 feet of the fate, you and your allies who roll below 10 on a d20 for an attack roll, Perception check, saving throw, or skill check get a 10 instead; **Depart** (divination, misfortune, prediction) Observe the Inevitability of Destiny Each enemy within a 30-foot emanation must attempt a Will save. If a creature fails its save, until the end of its next turn, any time it rolls above 10 on a d20 for an attack roll, Perception check, saving throw, or skill check, it gets a 10 instead.\r\n * **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.\r\n\r\n\r\n","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1730","name":"Uncontrollable Dance","traits":["concentrate","incapacitation","manipulate","mental"],"type":"Spell","level":8,"source":"Player Core pg. 364","traditions":["arcane","occult"],"cast":"","action":"2","range":"touch","targets":"1 creature","defense":"Will","duration":"varies","description":"The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is off-guard and can't use reactions. It also can't use move actions except to dance, using the Stride action to move up to half its Speed. \n \n **Critical Success** The target is unaffected. \n **Success** The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing. \n **Failure** The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing. \n **Critical Failure** The spell's duration is 1 minute, and the target must spend all its actions each turn dancing."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=659","name":"Undermine Reality","traits":["uncommon","illusion","incapacitation","shadow"],"type":"Spell","level":8,"legacy content":"    ","source":"Pathfinder #156: The Apocalypse Prophet pg. 76","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"500 feet","targets":"one creature","duration":"varies","description":"You lash a target with tendrils of shadow that steal some of its substance, making it quasi-real. As long as it is quasi-real, its Strikes deal half damage, it can't critically succeed at any skill check, and creatures attempting saving throws against its spells and effects get a result one degree of success better than they rolled. The target must attempt a Will saving throw. \n \n **Critical Success** The target is unaffected. \n **Success** The target is quasi-real until the end of its next turn. \n **Failure** The target is quasi-real for 1 minute. At the end of each of its turns, it can attempt another Will save, ending the spell on a success. \n **Critical Failure** The target is quasi-real for an unlimited duration.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1734","name":"Unrelenting Observation","traits":["concentrate","manipulate","scrying"],"type":"Spell","level":8,"source":"Player Core pg. 365","traditions":["arcane","occult"],"cast":"","action":"2","range":"100 feet","area":"20-foot burst","targets":"1 creature of object tracked and up to 5 other willing creatures","duration":"varies","description":"This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the concealed or invisible condition, though physical barriers still provide cover. \n \n The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn't matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don't see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person. \n \n If the target to be tracked is willing, the duration is 1 hour. If they're unwilling, the target must attempt a Will save. \n \n **Critical Success** The creature or object is unaffected. \n **Success** As described, and the duration is 1 minute. \n **Failure** As described, and the duration is 1 hour."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1398","name":"Whirlpool","traits":["concentrate","manipulate","water"],"type":"Spell","level":8,"source":"Rage of Elements pg. 175","traditions":["arcane","primal"],"cast":"","action":"3","range":"500 feet","area":"25-foot radius, 20-foot tall cylinder","defense":"Reflex","duration":"sustained up to 1 minute","description":"With a spin of your hand, you create a large swirling vortex of storming waves. All squares in the whirlpool are difficult terrain. The constant churning of the fierce waves means that creatures are constantly tossed between areas of air and water, allowing both air- and water-breathing creatures to breathe within the vortex. Any creature with a swim Speed can Swim instead of Stride to move within the whirlpool; the DC to Swim within it is equal to your spell DC. \n \n All creatures in the area take 6d10 bludgeoning damage as the waves crash into them. On subsequent rounds, the first time you Sustain the spell each round, the waves crash again with the same effect. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage and is drawn 10 feet toward the center of the whirlpool. \n **Critical Failure** The creature takes double damage and is drawn to the center of the whirlpool.\n\n **Heightened (+1)** The bludgeoning damage increases by 1d10."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1033","name":"Whirlwind","traits":["air","evocation"],"type":"Spell","level":8,"legacy content":"  ","source":"Secrets of Magic pg. 141 1.1","traditions":["primal"],"cast":"material, somatic, verbal","action":"3","range":"500 feet","area":"15-foot radius, 80-foot tall cylinder","saving throw":"Reflex","duration":"sustained up to 1 minute","description":"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. \n \n 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. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes half damage. \n **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. \n **Critical Failure** As failure, except the creature takes double damage and rises 20 feet into the air.\n\n **Heightened (+1)** Increase the bludgeoning damage by 1d10.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=655","name":"Astral Labyrinth","traits":["uncommon","abjuration","incapacitation"],"type":"Spell","level":9,"legacy content":"   ","source":"Pathfinder #156: The Apocalypse Prophet pg. 76","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","area":"80-foot burst","duration":"1 day","description":"You connect the entire area with an invisible maze of astral energy that interferes with dimensional and mental magic. Choose a point in the area that you can see when you cast this spell. Objects other than force effects and rare metals can't block this spell's area. Astral labyrinth attempts to counteract magical mental effects targeting or including anyone other than the caster in the area, though it has no effect on mental effects that began outside the area or before the spell was cast. \n \n In addition, any creature that tries to depart or arrive in a location in the area by teleportation or extradimensional travel (including extradimensional spaces) must attempt a Will saving throw. Summoned creatures must attempt the save when they are summoned, but not when the summoning ends. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature is stunned 1. \n **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. \n **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.\n\n **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.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1149","name":"Bilocation","traits":["conjuration"],"type":"Spell","level":9,"legacy content":" ","source":"Dark Archive pg. 104","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","duration":"10 minutes","description":"You exist in two places at once. When you Cast the Spell, another copy of yourself appears in an adjacent square. During bilocation's duration, whenever you act, you can choose which of your selves does so, and whenever one of you uses a move action, you can both move. Your two selves share Hit Points, and any condition or effect on one affects both. If both of your selves are in the area of the same effect, or targeted by the same multitarget effect, you are only affected once. Even if you are reduced to 0 Hit Points or killed, both selves remain until the duration expires. Your link continues at any distance, even across planar boundaries. You can Dismiss the Spell, and if you do so, you choose which of the selves vanishes and which becomes you, allowing you to extricate one of your selves from a dangerous situation.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1434","name":"Call Fluxwraith","traits":["rare","incarnate","necromancy"],"type":"Spell","level":9,"source":"Wake the Dead #3 pg. 25","traditions":["arcane","divine","occult"],"cast":"material, somatic, verbal","action":"3","range":"100 feet","duration":"until the end of your next turn","description":"You break a mirror and cast the shards into the air. Between their thousand fractured reflections, the fluxwraith appears—a thing of broken glass, broken time and broken lives. This undead creature occupies the space of a Medium creature that has a fly Speed of 60 feet. \n \n **Arrive** (transmutation) Interrupted Lives Each enemy within a 10-foot emanation must attempt a Will save. If a creature fails its save, it is shunted into the future, vanishing now but automatically reappearing in the same location after 1d4 rounds. A creature can attempt an additional Will save at the end of each of its turns to end the duration. If its original space is occupied when it returns, the creature appears in the nearest unoccupied space. Since the creature is shunted forward in time, it doesn't experience any of the intervening time. Likewise, any effects on the creature with a duration don't decrease their duration, resuming when the creature reappears. \n \n **Depart** (divination, fear, mental, prediction) Dire Foresight Each enemy within a 60-foot emanation must attempt a Will save. On a failed save, the creature recieves a brief vision of a deeply traumatic event that lurks among the many possibilities of its future. The creature is frightened 2 (frightened 4 on a critical failure) and slowed 1 while they are frightened.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=56","name":"Crusade","traits":["uncommon","enchantment","linguistic","mental"],"type":"Spell","level":9,"legacy content":"    ","source":"Core Rulebook pg. 327 4.0","traditions":["divine"],"cast":"somatic, verbal","action":"2","range":"60 feet","targets":"up to 4 creatures","duration":"10 minutes","description":"You issue a divine mandate or proclaim a cause to the targets. It can be to attain an item, claim a patch of land, slay a creature, war with a group, or be entirely peaceful. Your cause can't force the targets to harm one another or themselves. The targets become completely dedicated to that cause, depending on their levels. They choose their own actions, but they favor direct action over inaction or indirect action. \r\n * **13th or Lower** The target is so dedicated to the cause that it pursues the cause to the death (unless you say otherwise).\r\n * **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.\r\n * **15th** As 14th, plus the target can attempt a Will save at the end of each of its turns to end the spell for itself.\r\n\r\n\r\n The spell ends for all creatures if you or one of your allies uses a hostile action against a target, or when the cause is completed. The GM might determine this spell has alignment traits befitting the cause.\n\n **Heightened (10th)** The level for each category increases by 2.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1488","name":"Detonate Magic","traits":["uncommon","concentrate","manipulate"],"type":"Spell","level":9,"source":"Player Core pg. 324","traditions":["arcane","primal"],"deity":"Nethys","cast":"","action":"2","range":"120 feet","targets":"1 magic item or spell effect","defense":"basic Reflex (see text)","description":"You cause the magic within the target to dissipate in a destructive explosion. You attempt to counteract the target. If the attempt succeeds, an explosion of magical force deals 8d6 force damage with a basic Reflex save. If you successfully counteract the magic of an item, it's deactivated for 1 week (or destroyed on a critical success) and the explosion is a 5-foot emanation from the item. If you successfully counteract a spell, the effect ends and the explosion affects either all creatures in the spells' area or the target of the spell and all creatures in a 5-foot emanation around it.","oldName":"disjunction"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=837","name":"Divinity Leech","traits":["rare","enchantment"],"type":"Spell","level":9,"legacy content":"  ","source":"Pathfinder #162: Ruins of the Radiant Siege pg. 75","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 creature","saving throw":"Will","duration":"sustained up to 1 minute","description":"You disrupt the connection between a divine caster or deific servitor and their deity, blocking their use of divine power. If the target fails its save, it is fatigued. For the spell's duration, whenever the target casts a divine spell, you regain 6d6 HP and the target must attempt another Will save with the following effects. \n \n **Critical Success** The target is unaffected. \n **Success** Each target of the divine spell has an outcome one degree of success better than the result it rolled. \n **Failure** The divine spell is lost and target is stunned 1. \n **Critical Failure** As failure, but the target is stunned for 1 round.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1521","name":"Falling Stars","traits":["concentrate","manipulate"],"type":"Spell","level":9,"source":"Player Core pg. 330","traditions":["arcane","primal"],"cast":"","action":"2","range":"500 feet","area":"4 40-foot bursts","defense":"basic Reflex","description":"You reach into the skies and call down an array of falling stars that explode upon colliding with the ground. Choose for the falling stars to be airbursts (sonic), asteroids (fire), comets (cold), or plasma (electricity). The spell gains the trait of the falling star type you chose. The four stars' central 10-foot bursts can't overlap. Each falling star deals 6d10 bludgeoning damage to each creature in the 10-foot burst at the center of its area of effect before exploding, dealing 14d6 energy damage of the type you chose to each creature in its 40-foot burst. A creature in any of the areas attempts one basic Reflex save against the spell no matter how many overlapping explosions it's caught in and can take each type of damage only once.\n\n **Heightened (+1)** The bludgeoning damage increases by 1d10, and the energy damage increases by 2d6.","oldName":"meteor swarm"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1537","name":"Foresight","traits":["concentrate","manipulate","mental","prediction"],"type":"Spell","level":9,"source":"Player Core pg. 332","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"touch","targets":"1 creature","duration":"1 hour","description":"You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a mental effect. Due to the amount of information this spell requires you to process, you can't have more than one foresight spell in effect at a time. Casting foresight again ends the previous foresight. \n \n While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn't off-guard against undetected creatures or when flanked. In addition, you gain the following reaction. \n \n **Foresight** |reaction|","trigger":"The target of foresight defends against a hostile creature or other danger","effect":" If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the fortune trait. But if the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell gains the misfortune trait."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1572","name":"Implosion","traits":["concentrate","manipulate"],"type":"Spell","level":9,"source":"Player Core pg. 338","traditions":["arcane","primal"],"cast":"","action":"2","range":"30 feet","targets":"1 corporeal creature","defense":"basic Fortitude","duration":"sustained up to 1 minute","description":"You crush the target by causing it to collapse in on itself, dealing 75 damage. The first time each round you Sustain the spell, you must choose a new target to be subject to the same effect; the same creature can never be targeted more than once with a single casting of this spell. You also can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or otherwise lacking a solid form.\n\n **Heightened (+1)** The damage increases by 10."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=828","name":"Linnorm Sting","traits":["uncommon","fire","necromancy","poison"],"type":"Spell","level":9,"legacy content":"    ","source":"Pathfinder #160: Assault on Hunting Lodge Seven pg. 81","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature","saving throw":"Fortitude","description":"You replicate the fiery venom of the tor linnorm and inflict an enemy with the dread dragon's debilitating bite. You deal 2d12 piercing damage to the targeted creature and afflict it with tor linnorm venom. If the target takes piercing damage, they must attempt a Fortitude save. \n **Critical Success** The target is unaffected. \n **Success** The target takes 8d6 fire damage. \n **Failure** The target is afflicted with tor linnorm venom at stage 1. \n **Critical Failure** The target is afflicted with tor linnorm venom at stage 2. \n \n **Tor Linnorm Venom** (fire, injury, poison) **Level** 17; **Maximum Duration** 10 rounds; **Stage 1** 8d6 fire damage and drained 1 (1 round); **Stage 2** 12d6 fire damage and drained 2 (1 round)\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1372","name":"Magnetic Dominion","traits":["concentrate","manipulate","metal"],"type":"Spell","level":9,"source":"Rage of Elements pg. 143 \nPFS Note Movement caused by the magnetic dominion spell is forced movement.","traditions":["arcane","primal"],"cast":"","action":"3","area":"100-foot emanation","targets":"any number of creatures wearing metal armor, creatures made of metal, creatures that have the metal trait, and unattended metal objects","defense":"Reflex","duration":"sustained up to 1 minute","description":"The roiling magnetic fields of the Plane of Metal radiate from you as you channel and reshape them at your merest thought. When you Cast this Spell, you can relocate each affected target to any other unoccupied space within the emanation. You can't move yourself in this way. An unwilling target can resist being moved with a successful Reflex save. \n \n The creatures move all at once—after you know the results of all the saves, you determine which target occupies each space in whatever order you choose. You can move a creature into a space that was previously occupied by another creature so long as you also relocate the first creature elsewhere as part of the movement. If you move a target into the air, it descends to the ground harmlessly after being moved unless it chooses not to. \n \n You can choose to be affected by an 8th-rank magnetic repulsion spell that lasts for the duration of magnetic dominion. Each time you Sustain the spell, you can move one creature in the emanation, with the same targeting restrictions and stipulations as above."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1596","name":"Massacre","traits":["concentrate","death","manipulate","void"],"type":"Spell","level":9,"source":"Player Core pg. 342","traditions":["arcane","divine","primal"],"cast":"","action":"2","area":"60-foot line","defense":"Fortitude","description":"You unleash a wave of death to snuff out the life force of those in its path. Each living creature of 17th level or lower in the line must attempt a Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly. If massacre doesn't kill even a single creature, the void energy hungrily turns backward toward you, dealing an additional 30 void damage to every living creature in the line (even those above 17th level) and 30 void damage to you. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes 9d6 void damage. \n **Failure** The creature takes 100 void damage. \n **Critical Failure** The creature dies.\n\n **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."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1599","name":"Metamorphosis","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":9,"source":"Player Core pg. 343","traditions":["arcane","primal"],"cast":"","action":"2","duration":"1 minute","description":"Harnessing your mastery of transformative magic, you hide forms within forms. You transform yourself into any form you could choose with a polymorph spell in your spell repertoire or that you could prepare of 8th-rank or lower (including any 8th-rank or lower heightened versions of spells you know). You gain 40 temporary Hit Points rather than the amount normally granted by the form. \n \n You can Sustain the spell to enter a new form you haven't used during this metamorphosis. This replenishes your temporary Hit Points from this spell.","oldName":"shapechange"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=205","name":"Nature's Enmity","traits":["enchantment"],"type":"Spell","level":9,"legacy content":" ","source":"Core Rulebook pg. 354 4.0","traditions":["primal"],"bloodline":"hag","deity":"Yuelral","cast":"somatic, verbal","action":"2","range":"120 feet","area":"500-foot burst","targets":"up to 5 creatures","duration":"10 minutes","description":"Animals, plants and fungi in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area. \r\n * 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. \r\n * 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. \r\n * The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any primal spell or the spell fails. Furthermore, animal, fungus and plant creatures become hostile to it, even one with a strong bond to the target, such as an animal companion.\r\n\r\n\r\n The GM might decide that you can't subject some creatures, such as an emissary of a nature deity, to the ire of nature.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=960","name":"One with the Land","traits":["earth","plant","transmutation"],"type":"Spell","level":9,"legacy content":"   ","source":"Secrets of Magic pg. 118 1.1","traditions":["primal"],"cast":"somatic, verbal","action":"2","duration":"1 minute","description":"You merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to Hide or Take Cover within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can Dismiss the spell. While merged, you gain the following additional benefits. \r\n * You immediately become aware of the surrounding terrain features, and you gain tremorsense as an imprecise sense with a range of 200 feet.\r\n * 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.\r\n * By spending a single action, which has the concentrate trait, you can increase or decrease the environmental temperature changing it to either one step warmer than normal, one step colder than normal, or the normal temperature.\r\n * As a 2-action activity that has the concentrate trait, you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet.\r\n\r\n\r\n All of your alterations to the land end when the spell ends. Significant physical damage to the natural feature while you are inside it expels you and deals 10d6 damage to you.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1621","name":"Overwhelming Presence","traits":["auditory","concentrate","incapacitation","manipulate","mental","visual"],"type":"Spell","level":9,"source":"Player Core pg. 347","traditions":["divine","occult"],"cast":"","action":"2","area":"40-foot burst","targets":"any number of creatures","defense":"Will","duration":"until full tribute is paid","description":"You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being, with an appearance, regalia, and iconography of your choice. Targets must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute. \n \n **Critical Success** The target is unaffected. \n **Success** The target must pay tribute to you two times. Paying tribute requires that the target spend a single action, which has either the move trait (as they bow) or manipulate trait (as they offer up a token in their hands). They must pay tribute at least once on each of their turns, if possible. While affected, the target is fascinated by you and can't use hostile actions against you. \n **Failure** As success, but the target must pay tribute a total of six times. \n **Critical Failure** As failure, but the target must spend all its actions paying tribute, and they cannot take other actions until the tribute is fully paid."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1629","name":"Phantasmagoria","traits":["concentrate","death","illusion","manipulate","mental"],"type":"Spell","level":9,"source":"Player Core pg. 349","traditions":["arcane","occult"],"cast":"","action":"2","range":"120 feet","targets":"any number of creatures","defense":"Will","description":"You fill the targets' minds with endless images, like countless dreams and lives colliding with each other. The onrushing information deals 16d6 mental damage to each target, depending on its Will save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes half damage and can't use reactions until the start of your next turn. \n **Failure** The target takes full damage and is confused until the start of your next turn. \n **Critical Failure** The target takes double damage and is confused for 1 minute.","oldName":"weird"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=227","name":"Power Word Kill","traits":["uncommon","auditory","death","enchantment","mental"],"type":"Spell","level":9,"legacy content":"     ","source":"Core Rulebook pg. 358 4.0","traditions":["arcane"],"deity":"Orcus","cast":"verbal","action":"1","range":"30 feet","targets":"1 creature","duration":"varies","description":"You utter the most powerful arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. \n \n **14th or Lower** The target dies instantly. \n **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. \n **16th or Higher** The target takes 50 damage; if this brings the target to 0 Hit Points, the target dies instantly.\n\n **Heightened (10th)** The levels at which each outcome applies increase by 2.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=838","name":"Prismatic Shield","traits":["rare","abjuration","light"],"type":"Spell","level":9,"legacy content":"   ","source":"Pathfinder #162: Ruins of the Radiant Siege pg. 75","traditions":["arcane","occult"],"cast":"verbal","action":"1","duration":"until the start of your next turn","description":"Shield-sized shards of multicolored light manifest in the air around you, each rotating quickly to intercept attacks. Melee attacks against you impact a randomly colored shard, subjecting the attacker to a random effect from prismatic spray, with a saving throw of the type indicated in that spell. The shards automatically block physical ranged attacks the size of a spear or smaller, such as arrows, bolts, and javelins. You gain a +2 circumstance bonus to your AC against attacks with larger ranged weapons. Any spell that targets you requires the caster to succeed at a counteract check against your spell DC, or it fails to affect you.","components":["verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=232","name":"Prismatic Sphere","traits":["abjuration","light"],"type":"Spell","level":9,"legacy content":"  ","source":"Core Rulebook pg. 359 4.0","traditions":["arcane","occult"],"bloodline":"imperial","deity":"The Last Breath","cast":"somatic, verbal","action":"2","range":"10 feet","duration":"1 hour","description":"You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=974","name":"Proliferating Eyes","traits":["divination","scrying"],"type":"Spell","level":9,"legacy content":"  ","source":"Secrets of Magic pg. 122 1.1","traditions":["arcane","divine","occult"],"cast":"somatic, verbal","action":"2","range":"touch","targets":"1 creature (see text)","duration":"8 hours","description":"You implant an invisible, magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious—the first two times the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures. \n \n You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the concentrate trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=257","name":"Resplendent Mansion","traits":["conjuration"],"type":"Spell","level":9,"legacy content":" ","source":"Core Rulebook pg. 364 4.0","traditions":["arcane","occult"],"bloodlines":"fey, genie","deities":"Folgrit, The Deliberate Journey","cast":"1 minute (material, somatic, verbal)","range":"500 feet","duration":"until the next time you make your daily preparations","description":"You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While Casting the Spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally. \n \n Your mansion contains the same types and quantities of foodstuffs and servants as created by the magnificent mansion spell. \n \n Each of the mansion's exterior doorways and windows are protected by alarm spells. You choose whether each alarm is audible or mental as you Cast the Spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used.","components":["1 minute (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1664","name":"Seize Soul","traits":["uncommon","concentrate","manipulate","unholy"],"type":"Spell","level":9,"source":"Player Core pg. 355","traditions":["divine","occult"],"cast":"","action":"2","requirements":"item worth at least the target's level × 100 gp","range":"30 feet","targets":"1 creature that died within the last minute","duration":"unlimited","description":"You trap the target's soul in the item before the soul can pass on to the afterlife. The item used to contain the soul can be anything as long as it's of the appropriate value. The item has AC 16 and its normal Hardness and HP. Destroying (not just breaking) an item or counteracting seize soul releases the soul to the afterlife. While the soul is in the item, the target can't be returned to life through any means, even powerful magic such as a wish ritual. If the item is destroyed or seize soul is counteracted on the item, the soul is freed. An item can't hold more than one soul, and any attempt wastes the spell. \n \n You can also target an item that has had a soul trapped it in with a second casting of seize soul, which destroys the item and either releases the soul or relocates it to a different item, whichever you choose. This fails if the target is an artifact or the trapped soul is a creature of 19th level or higher."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1256","name":"Summon Ancient Fleshforged","traits":["rare","conjuration","incarnate"],"type":"Spell","level":9,"legacy content":"   ","source":"Impossible Lands pg. 306","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"250 feet","duration":"until the end of your next turn","description":"You summon an ancient Fleshforged, one of Nex's personal weaponized monstrosities unleashed in the first wars against Geb. It squeezes itself into its war form from time long forgotten, unleashing its wrath upon your foes. The Fleshforged occupies the space noted in the spell description. When you Cast this Spell, choose one of the Fleshforged below to summon.\r\n * **Bone Breaker** Size Gargantuan, Speed 40 feet, climb 100 feet; **Arrive** Skull Breaking Hum (evocation, sonic) 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.\r\n * **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.\r\n * **The Thousand** Size Medium (see below), Speed 30 feet; **Arrive** (emotion, enchantment, fear, mental) Disconcerting Arrival Select five spaces in range and summon a Medium-sized polyp of The Thousand in each of these spaces. The Thousand is an entity whose full scope is 1,000 polyps of oozing flesh, each physically separate but mentally part of a single creature. Not all 1,000 polyps have survived, and the spell summons five of them. Each creature within 10 feet of any of the polyps must attempt a Will Save. On a critical success, they're unaffected; on a success, they're frightened 1; on a failure, they're frightened 3; and on a critical failure, they're frightened 4 and fleeing for 1 round; **Depart** (illusion, mental) Violent Omen Each frightened foe within a 60-foot emanation of any of the five polyps takes 10d8 mental damage, with a basic Will save.\r\n * **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.\r\n\r\n\r\n","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1008","name":"Summon Draconic Legion","traits":["conjuration","incarnate"],"type":"Spell","level":9,"legacy content":"  ","source":"Secrets of Magic pg. 133 1.1","traditions":["arcane"],"cast":"material, somatic, verbal","action":"3","range":"100 feet","duration":"until the end of your next turn","description":"You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a Gargantuan creature. They have a fly Speed of 100 feet. When you Cast this Spell, choose whether it summons chromatic or metallic dragons. \n \n **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. \n \n **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.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=336","name":"Telepathic Demand","traits":["enchantment","incapacitation","linguistic","mental"],"type":"Spell","level":9,"legacy content":"    ","source":"Core Rulebook pg. 377 4.0","traditions":["arcane","divine","occult"],"cast":"material, somatic, verbal","action":"3","range":"planetary","targets":"1 creature you've telepathically contacted before","saving throw":"Will","duration":"varies","description":"You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of suggestion, with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the telepathy spell.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1228","name":"Undertaker","traits":["rare","death","evil","necromancy"],"type":"Spell","level":9,"legacy content":"    ","source":"Pathfinder #184: The Ghouls Hunger pg. 73","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"1 living creature","saving throw":"Fortitude","description":"You point your finger toward the target and whisper an epitaph that promises to grace their gravestone in the near future. This spell works best when both you and the target are in contact with solid ground. If either is not in contact with the ground, the target gains a +2 circumstance bonus on their saving throw against the spell, and if both you and the target are not in contact with solid ground, the target gains this bonus and treats the result of their save as one degree of success better than the actual result. The target of undertaker can resist with a Fortitude save. \n \n **Critical Success** The target is unaffected. \n **Success** The target takes 40 negative damage. If the target is in contact with solid ground, the ground in the target's space shifts and shakes, and is treated as difficult terrain until the start of your next turn. \n **Failure** The target takes 80 negative damage. If the target is in contact with solid ground, the ground in the target's space churns and cracks open into an open but shallow grave. The target is knocked prone, and that space is treated as difficult terrain until the grave is filled in. \n **Critical Failure** The target takes 160 negative damage. If the target is in contact with solid ground, a grave opens beneath their feet and they fall prone within. The grave then forms a stone sarcophagus-like shell around the victim. This stone shell cannot be opened and must be broken; it has AC 10, Hardness 14, and 80 Hit Points. At the start of your next turn, the grave fills in with soil. If the victim dies while inside this grave, at the next sundown the victim transforms into an evil ghast as the sarcophagus crumbles, allowing the new undead to dig its way up to the surface.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1731","name":"Unfathomable Song","traits":["auditory","concentrate","emotion","fear","incapacitation","manipulate","mental"],"type":"Spell","level":9,"source":"Player Core pg. 364","traditions":["occult"],"cast":"","action":"1","range":"120 feet","targets":"up to 5 creatures","defense":"Will","duration":"sustained up to 1 minute","description":"Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you Cast the Spell, and again the first time you Sustain the spell each round. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you Sustain the spell. \n **Critical Success** The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute. \n **Success** The target is unaffected this round, but it can be affected on subsequent rounds. \n **Failure** Roll 1d4 on the following table. \n **Critical Failure** Roll 1d4+1 on the following table."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1025","name":"Unspeakable Shadow","traits":["death","emotion","fear","illusion","mental","shadow","visual"],"type":"Spell","level":9,"legacy content":"       ","source":"Secrets of Magic pg. 138 1.1","traditions":["arcane","occult"],"cast":"somatic, verbal","action":"2","range":"120 feet","targets":"1 creature","saving throw":"Will","duration":"varies","description":"You alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The creature must attempt a Will save. A creature that has the frightened condition from unspeakable shadow must spend at least one of its actions each turn to either attack its shadow (making a Strike ineffectually) or flee from its shadow (using one action to move away as though it had the fleeing condition). \n \n **Critical Success** The target is unaffected. \n **Success** The target is frightened 2. \n **Failure** The target is frightened 3. It can't reduce its frightened value below 1 for 1 minute. \n **Critical Failure** The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the incapacitation trait. If it succeeds at its save, the target is frightened 4 and can't reduce its frightened value below 1 for 1 minute.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=660","name":"Upheaval","traits":["uncommon","conjuration","earth"],"type":"Spell","level":9,"legacy content":"   ","source":"Pathfinder #156: The Apocalypse Prophet pg. 77","traditions":["arcane","primal"],"cast":"somatic, verbal","action":"2","range":"500 feet","area":"150-foot burst","description":"The ground in the area shudders and crumbles as huge pillars of stone erupt into the air, rending the terrain around them. \n \n 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. \r\n * **Stone Debris** The area becomes difficult terrain.\r\n * **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.\r\n * **Structural Collapse** Structures and ceilings might collapse. The GM rolls a flat check for each (DC 14 for a sturdy structure, DC 9 for an average structure and most natural formations, all adjusted higher or lower as the GM sees fit). In general, shoddy structures automatically collapse. A collapse deals 11d6 bludgeoning damage to creatures beneath it; each creature caught in a collapse must attempt a Reflex save to avoid it. If the creature is forced to attempt a Reflex save because it was on a rising pillar, it uses the same result.\r\n\r\n\r\n \n \n **Critical Success** The creature takes half collapse damage. \n **Success** The creature takes half the collapse damage and falls prone. \n **Failure** The creature takes the full collapse damage and falls prone. \n **Critical Failure** The creature takes the full collapse damage and is restrained by debris until it successfully Escapes (DC equal to the spell's save DC).","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1027","name":"Voracious Gestalt","traits":["aura","death","evil","necromancy"],"type":"Spell","level":9,"legacy content":"    ","source":"Secrets of Magic pg. 139 1.1","traditions":["divine","occult"],"cast":"somatic, verbal","action":"2","area":"30-foot emanation","saving throw":"basic Fortitude","duration":"sustained up to 1 minute","description":"You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. When you Cast the Spell, the gestalt deals 14d6 negative damage to all living creatures of your choice in the area, with a basic Fortitude save. Creatures you choose that end their turns in the area take 6d6 damage, with a basic Fortitude save. \n \n At the end of each of your turns, if you killed a living creature during that turn or if the gestalt's damage killed a creature since the end of your prior turn, you add the slain creature's soul to the gestalt. The emanation's radius increases by 20 feet and the damage dealt by the aura increases by 1d6. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat.\n\n **Heightened (10th)** The initial damage increases to 16d6 and the aura's damage starts at 7d6.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1747","name":"Wails of the Damned","traits":["auditory","concentrate","death","manipulate","void"],"type":"Spell","level":9,"source":"Player Core pg. 367","traditions":["divine","occult"],"cast":"","action":"2","area":"40-foot emanation","defense":"Fortitude","description":"You howl a lament of damned souls. Each living enemy in the area takes 8d10 void damage depending on its Fortitude save. \n \n **Critical Success** The creature is unaffected. \n **Success** The creature takes full damage. \n **Failure** The creature takes full damage and is drained 1d4. \n **Critical Failure** The creature takes double damage and is drained 4.","oldName":"wail of the banshee"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=372","name":"Weapon of Judgment","traits":["evocation","force"],"type":"Spell","level":9,"legacy content":"  ","source":"Core Rulebook pg. 384 4.0","traditions":["divine"],"cast":"somatic, verbal","action":"2","requirements":"You have a deity.","range":"100 feet","targets":"1 creature","duration":"1 minute","description":"An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you cast this spell. \n \n If you name “war,” mentally choose one creature. This must be a creature both you and the target can see. The target instinctively knows which creature this is. At the end of each of the target's turns, if the target did not use a hostile action against the creature you chose during that turn, the weapon Strikes the target. \n \n If you name “peace,” mentally choose up to five allies. The target instinctively knows who those allies are. The weapon Strikes the target each time the target uses a hostile action against you or one of your allies. The weapon Strikes only once per action, even if the action targets multiple allies (such as for a fireball or a Whirlwind Strike). \n \n Strikes with the weapon are melee weapon attacks, but they use your spell attack modifier. Regardless of its appearance, the weapon deals 4d10 force damage. The weapon takes a multiple attack penalty, which increases throughout the target's turn, but its penalty is separate from yours. \n \n When the weapon Strikes, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types, for a versatile weapon). No other statistics or attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A weapon of judgment is a weapon for the purposes of triggers, resistances, and so forth. \n \n The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to this weapon.\n\n **Heightened (10th)** The force damage increases by 1d10.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1759","name":"Wrathful Storm","traits":["air","cold","electricity","manipulate"],"type":"Spell","level":9,"source":"Player Core pg. 369","traditions":["primal"],"cast":"","action":"3","range":"800 feet","area":"400-foot burst","duration":"sustained up to 1 minute","description":"A massive storm cloud forms in the air above the area, spreading rain and gales. The wind imposes a –4 circumstance penalty to physical ranged attacks. The air in the area is greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain it on subsequent rounds, you can choose one of the following storm effects. You can't choose the same effect twice in a row. \r\n * **Blizzard** The driving snow deals 4d8 cold damage to each creature in or below the storm with no save. Everything in or beneath the cloud is concealed by driving snow and any ground is difficult terrain.\r\n * **Hail** Each creature in or below the storm takes 4d10 bludgeoning damage with a basic Fortitude save.\r\n * **Lightning** Choose up to 10 creatures in or below the storm to be struck by lightning. Each of them takes 7d6 electricity damage with a basic Reflex save.\r\n * **Tornado** A roughly cylindrical whirlwind appears in or below the cloud in a 30-foot radius. Each creature in the whirlwind is thrown 40 feet upward.\r\n\r\n\r\n\n **Heightened (10th)** The range increases to 2,000 feet and the cloud is a 1,000-foot burst.","oldName":"storm of vengeance"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=8","name":"Alter Reality","traits":["divination"],"type":"Spell","level":10,"legacy content":" ","source":"Core Rulebook pg. 317 4.0","traditions":["occult"],"cast":"material, somatic, verbal","action":"3","description":"You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: \r\n * Duplicate any spell from the occult list of 9th level or lower to which you have access.\r\n * Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access.\r\n * Produce any effect whose power is equivalent to any occult spell 9th level or lower, or non-occult spell 7th level or lower. \r\n * Reverse certain effects that refer to the wish spell\r\n\r\n\r\n 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.","components":["material","somatic","verbal"],"oldName":"manifestation"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1446","name":"Avatar","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":10,"source":"Player Core pg. 316","traditions":["divine"],"cast":"","action":"2","duration":"1 minute","description":"You transform into an avatar of your deity, assuming a Huge battle form. You have hands in this battle form and can take manipulate actions. You can Dismiss this spell. \n \n You gain the following statistics and abilities regardless of which deity's battle form you assume: \r\n * AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 30 temporary Hit Points.\r\n * Darkvision.\r\n * One or more attacks specific to your deity's battle form, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +33, and you use the listed damage. Melee attacks are Strength based (for the purposes of the enfeebled condition, for example) unless they have the finesse trait, and all ranged attacks are Dexterity based.\r\n * Athletics modifier of +35, unless your own is higher.\r\n\r\n\r\n You also gain the specific abilities listed for your deity below:\r\n * **Abadar** Speed 50 feet, burrow 30 feet, immune to immobilized; **Ranged** |1| crossbow (range increment 120 feet, reload 1), **Damage** 6d10+3 piercing.\r\n * **Asmodeus** Speed 70 feet, fly 70 feet; Melee |1| mace (reach 15 feet), **Damage** 6d10+6 bludgeoning; **Ranged** |1| hellfire (range 120 feet), **Damage** 6d6+3 fire.\r\n * **Calistria** Speed 30 feet, fly 70 feet; **Melee** |1| whip (disarm, finesse, nonlethal, reach 20 feet), **Damage** 6d4+6 slashing; **Ranged** |1| savored sting (range 60 feet), **Damage** 6d6+3 poison.\r\n * **Cayden Cailean** Speed 70 feet, fly 70 feet, ignore difficult terrain and greater difficult terrain; **Melee** |1| rapier (deadly 3d8, reach 15 feet), **Damage** 6d6+6 piercing; **Ranged** |1| ale splash (range 120 feet), **Damage** 6d6+3 poison.\r\n * **Desna** Speed 30 feet, fly 70 feet; **Melee** |1| starknife (agile, deadly 3d4, finesse, reach 15 feet, silver, thrown 60 feet), **Damage** 6d4+6 piercing; **Ranged** |1| moonbeam (range 120 feet, silver), **Damage** 6d6+3 fire.\r\n * **Erastil** Speed 70 feet, fly 70 feet, ignore difficult terrain and greater difficult terrain; **Ranged** |1| longbow (deadly 3d8, range increment 150 feet), **Damage** 6d8+3 piercing.\r\n * **Gorum** Speed 70 feet, immune to immobilized; **Melee** |1| greatsword (versatile P, reach 15 feet), **Damage** 6d12+6 slashing.\r\n * **Gozreh** no land Speed, fly 70 feet, swim 70 feet, ignore difficult terrain and greater difficult terrain; **Melee** |1| waves (reach 15 feet, shove, thrown 20 feet), **Damage** 6d8+6 bludgeoning; **Ranged** |1| wind (versatile electricity, range 120 feet), **Damage** 6d6+3 bludgeoning.\r\n * **Iomedae** Speed 70 feet, fly 70 feet; shield (Hardness 15, can't be damaged); **Melee** |1| longsword (versatile P, reach 15 feet), **Damage** 6d8+6 slashing.\r\n * **Irori** Speed 80 feet, fly 80 feet; **Melee** |1| unfettered strike (agile, versatile P or S, finesse, reach 15 feet), **Damage** 6d8+6 bludgeoning; **Ranged** |1| wind strike (range 60 feet), **Damage** 6d4+6 bludgeoning.\r\n * **Lamashtu** Speed 30 feet, fly 70 feet; **Melee** |1| falchion (forceful, reach 15 feet), **Damage** 6d10+6 slashing; **Ranged** |1| waters of Lamashtu (range 120 feet), **Damage** 6d6+3 poison.\r\n * **Nethys** Speed 70 feet, fly; **Ranged** |1| raw magic (range 120 feet; versatile cold, electricity, or fire), **Damage** 6d6 force.\r\n * **Norgorber** Speed 70 feet, fly 70 feet, ignore difficult terrain and greater difficult terrain; **Melee** |1| shortsword (agile, finesse, versatile S, reach 15 feet), **Damage** 6d6+6 piercing; **Ranged** |1| blackfinger toss (range 120 feet), **Damage** 6d6+3 poison.\r\n * **Pharasma** Speed 70 feet, fly 70 feet; **Melee** |1| dagger (agile, finesse, reach 15 feet, thrown 40 feet), **Damage** 6d6+6 slashing; **Ranged** |1| spiral blast (range 120 feet, damages only undead), **Damage** 6d8+3 vitality.\r\n * **Rovagug** Speed 50 feet, burrow 30 feet, immune to immobilized; **Melee** |1| jaws (reach 15 feet), **Damage** 6d12+6 piercing; **Melee** |1| leg (agile, versatile P, reach 15 feet), **Damage** 6d8+6 bludgeoning.\r\n * **Sarenrae** Speed 30 feet, fly 70 feet; **Melee** |1| scimitar (forceful, nonlethal, reach 15 feet), **Damage** 6d6+6 slashing; **Ranged** |1| everflame (nonlethal, range 120 feet), **Damage** 6d6+3 fire.\r\n * **Shelyn** Speed 70 feet, fly 70 feet, ignore difficult terrain and greater difficult terrain; Melee |1| glaive (deadly 3d8, nonlethal, reach 20 feet), **Damage** 6d8+6 slashing; **Ranged** |1| melody of inner beauty, (nonlethal, range 120 feet), **Damage** 6d6+3 sonic.\r\n * **Torag** Speed 50 feet, burrow 30 feet, immune to immobilized; shield (Hardness 15, can't be damaged); **Melee** |1| warhammer (reach 15 feet, shove), **Damage** 6d8+6 bludgeoning.\r\n * **Urgathoa** Speed 70 feet, fly 70 feet; Melee |1| scythe (deadly 3d10, trip, reach 15 feet), **Damage** 6d10+6 slashing; **Ranged** |1| pallid plague (range 120 feet), **Damage** 6d6+3 void.\r\n * **Zon-Kuthon** Speed 70 feet, fly 70 feet, ignore difficult terrain and greater difficult terrain; **Melee** |1| spiked chain (disarm, trip, reach 15 feet), Damage 6d8+6 slashing; Ranged |1| midnight pain (mental, nonlethal, range 120 feet), Damage 6d6+3 mental.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1460","name":"Cataclysm","traits":["acid","air","cold","concentrate","earth","electricity","fire","manipulate","water"],"type":"Spell","level":10,"source":"Player Core pg. 319","traditions":["arcane","primal"],"cast":"","action":"2","range":"1,000 feet","area":"60-foot burst","defense":"basic Reflex","description":"You call upon the unimaginable power of world-ending cataclysms, ripping a small piece of each cataclysm and combining them together into one horrifically powerful attack. The following effects come down upon all creatures in the area. Treat the resistances of creatures in the area as if they were 10 lower for the purpose of determining the cataclysm's damage. Each creature attempts one basic Reflex save that applies to all five types of damage. \r\n * Flesh-dissolving acid rain deals 3d10 acid damage.\r\n * A roaring earthquake shakes and bludgeons creatures on the ground, dealing 3d10 bludgeoning damage.\r\n * A blast of freezing wind deals 3d10 cold damage.\r\n * Incredible lightning lashes the area, dealing 3d10 electricity damage.\r\n * Beating winds churn across the sky, dealing 3d10 bludgeoning damage to creatures flying in the area.\r\n * An instant tsunami sweeps over creatures in the area, dealing 3d10 bludgeoning damage (doubled for creatures swimming in the area).\r\n * A massive wildfire burns in a sudden inferno, dealing 3d10 fire damage.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1099","name":"Dinosaur Fort","traits":["rare","conjuration"],"type":"Spell","level":10,"legacy content":"  ","source":"Pathfinder #177: Burning Tundra pg. 76","traditions":["primal"],"cast":"10 minutes (material, somatic, verbal)","range":"500 feet","duration":"24 hours (see text)","description":"You conjure a primeval fort with walls of sharpened wood adorned with dinosaur skin and teeth, up to 300 feet on a side. Each of the four quadrants of the fort is guarded by a tyrannosaurus. While the tyrannosauruses won't cross into the others' territories, their reach allows them to simultaneously attack an intruder near the center of the fort. The tyrannosauruses leave you and anyone you introduce to them alone but treat anyone else they find in the fort as intruders and prospective snacks. When you prepare spells, you can choose not to recover the spell slot you used to cast this spell. If you do, the fort remains for another 24 hours. \n \n The fort must be created on a plot of land free of other structures. It adapts to the natural terrain, adopting the structural requirements for being built there. The fort adjusts around small features, such as ponds or spires of rock, but can't be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the foundation reaches solid ground. If created on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 flat check each day the fort is present; on a failure, the fort sinks or collapses sometime during that day, and the spell ends. \n \n The fort doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the fort when the spell is cast ends up unharmed inside the complete fort and always has a clear path of escape.","components":["10 minutes (material","somatic","verbal)"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=900","name":"Element Embodied","traits":["polymorph","transmutation"],"type":"Spell","level":10,"legacy content":"  ","source":"Secrets of Magic pg. 101 1.1","traditions":["primal"],"spell list":"elemental","cast":"somatic, verbal","action":"2","duration":"1 minute","description":"Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is Gargantuan, and you must have enough space to expand into or the spell is lost. While in this form, you gain the elemental trait and the trait for the element you choose. You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of which battle form you choose: \r\n * AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 30 temporary Hit Points.\r\n * Darkvision.\r\n * One or more attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the enfeebled and clumsy conditions, for example). If your unarmed attack modifier is higher, you can use it instead.\r\n * Acrobatics modifier of +36 for air or fire elemental or Athletics modifier of +36 for earth or water elemental, unless your own modifier is higher.\r\n\r\n\r\n You also gain specific abilities based on the type of elemental you choose: **Secrets of Magic** \r\n * **Air Elemental** fly Speed 80 feet; **High Winds** (air, aura) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the air trait; **Swiftness** Your movement doesn't trigger reactions; **Melee** |1| gust (reach 25 feet), **Damage** 3d12+11 bludgeoning plus Push 10 feet; **Ranged** |1| lightning lash (range increment 80 feet), **Damage** 3d12+4 electricity.\r\n * **Earth Elemental** 30 feet, burrow 20 feet; resistance 5 to physical; **Spike Stones** (aura, earth) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the earth trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; **Rocky Toughness** You gain 40 temporary Hit Points when you choose this form instead of 30; **Melee** |1| fist (reach 25 feet), **Damage** 3d12+15 bludgeoning; **Ranged** |1| rock (range increment 40 feet), **Damage** 4d8+6 bludgeoning.\r\n * **Fire Elemental** 50 feet; immunity to fire; weakness to cold 10; **Intense Heat** (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes 5d6 fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; **Melee** |1| tendril (reach 25 feet), **Damage** 3d10+12 fire plus 2d6 persistent fire; **Ranged** |1| fire mote (range increment 60 feet), **Damage** 4d8+6 bludgeoning.\r\n * **Water Elemental** 40 feet, swim 80 feet; resistance 10 to fire; **Vortex** (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the water trait; **Melee** |1| wave (reach 25 feet), **Damage** 3d12+18 bludgeoning plus Push or Pull 10 feet; **Ranged** |1| water spout (range increment 60 feet), **Damage** 4d8+6 bludgeoning.\r\n\r\n\r\n **Rage of Elements** \r\n * **Metal Elemental** 40 feet, fly 40 feet; resistance 10 to electricity; **Arcing Electricity** (aura, electricity, metal) 30 feet. A creature that enters the aura or starts its turn in the aura takes 2d12 electricity damage with a basic Reflex save against your spell DC; a creature made of metal, with the metal trait, or wearing metal armor takes a –1 circumstance penalty on this save. A creature can take damage from the aura only once per round; **Melee** |1| blade (reach 25 feet, versatile slashing), **Damage** 3d12+15 piercing; **Ranged** |1| metal shard (range increment 40 feet, versatile slashing), **Damage** 4d8+6 piercing. The metal Strike is Dexterity based. \r\n * **Wood Elemental** 30 feet, climb 35 feet; resistance 5 to physical; weakness to axes 10; **Lush Growth** (aura, wood) 30 feet. Ground in the area is difficult terrain, and any time a creature in the area regains HP from a healing vitality effect, the aura grants a +5 status bonus to the healing; **Woody Toughness** You gain 40 temporary Hit Points when you choose this form instead of 30; **Melee** |1| branch (reach 25 feet), **Damage** 3d10+18 bludgeoning; **Ranged** |1| seed (range increment 40 feet), **Damage** 4d8+6 bludgeoning. The wood Strike is Strength based. \n\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1520","name":"Fabricated Truth","traits":["concentrate","incapacitation","manipulate","mental"],"type":"Spell","level":10,"source":"Player Core pg. 330","traditions":["occult"],"cast":"","action":"3","range":"100 feet","targets":"up to 5 creatures","defense":"Will","duration":"varies","description":"Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all humanoids are disguised abominations”; or conceptual, such as “if I don't live a kinder life, I'll be punished in the afterlife.” The targets' experiences color how they react to this “truth” and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation. \n \n The effect of the spell depends on the targets' Will saves. If a target is already affected by fabricated truth, your spell tries to counteract it. If the counteract check fails, the outcome of the target's saving throw can't be worse than a success. \n \n **Critical Success** The target doesn't believe the statement, and it knows you tried to trick it. \n **Success** The target doesn't believe the statement or realize you tried to trick it. \n **Failure** The target believes the statement for 1 week. \n **Critical Failure** The target believes the statement with unlimited duration."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=908","name":"Fated Confrontation","traits":["divination"],"type":"Spell","level":10,"legacy content":" ","source":"Secrets of Magic pg. 105 1.1","traditions":["arcane","divine","occult","primal"],"cast":"material, somatic, verbal","action":"3","range":"120 feet","targets":"1 willing ally and 1 enemy","duration":"1 minute","description":"You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy. \n \n When you Cast the Spell, the ally you targeted (or you, if you targeted yourself) may teleport to any unoccupied space of their choice within 30 feet of its fated opponent. This is a teleportation effect. \n \n You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own heal spell, but it would be entirely immune to a spell or Strike from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast fated confrontation (such as a spell with a duration or persistent damage the creature had before it was affected by fated confrontation). \n \n For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a fortune effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a misfortune effect). \n \n This spell ends if either target becomes unable to act, or if they both agree to cease hostilities.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1538","name":"Freeze Time","traits":["concentrate","manipulate"],"type":"Spell","level":10,"source":"Player Core pg. 332","traditions":["arcane","occult"],"cast":"","action":"3","description":"You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting freeze time, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but for only you, effects specifically targeting or affecting you, and effects that you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond freeze time's duration, such as wall of fire, it immediately affects others again, but it doesn't have any of the effects that happen only when you first Cast the Spell.","oldName":"time stop"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1540","name":"Gate","traits":["uncommon","concentrate","manipulate","teleportation"],"type":"Spell","level":10,"source":"Player Core pg. 333","traditions":["arcane","divine","occult"],"cast":"","action":"2","range":"120 feet","duration":"sustained up to 1 minute","description":"You tear open a rift to another plane, creating a portal that creatures can travel through in either direction. This portal is vertical and circular, with a radius of 40 feet. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination's location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of a deity or another similarly powerful being, that being can prevent the gate from forming."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1573","name":"Indestructibility","traits":["concentrate","manipulate"],"type":"Spell","level":10,"source":"Player Core pg. 338","traditions":["arcane","divine","occult","primal"],"cast":"","action":"2","duration":"until the start of your next turn","description":"You sever yourself from cause and effect. For the duration of the spell, you are immune to any effect or damage that would harm you, excluding effects caused by artifacts, deific power, and similarly powerful sources. You can selectively allow yourself to be affected by anything you're willing to have affect you."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1592","name":"Manifestation","traits":["concentrate","manipulate"],"type":"Spell","level":10,"source":"Player Core pg. 342","traditions":["arcane","divine","occult","primal"],"cast":"","action":"3","description":"You spin secrets from the fundaments of magic, shaping them into a power with nearly unlimited potential. You duplicate a spell of 9th rank or lower of the tradition from which you cast manifestation, or a spell of 7th rank or lower from any tradition. Though you can normally choose only spells that are common or to which you have access, the GM might allow broader options.","oldName":"alter reality, miracle, primal phenomenon, wish"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=196","name":"Miracle","traits":["divination"],"type":"Spell","level":10,"legacy content":" ","source":"Core Rulebook pg. 352 4.0","traditions":["divine"],"cast":"material, somatic, verbal","action":"3","description":"You request aid directly from your divine source. Your divine source always refuses a request out of line with its nature, and it might grant a different request (potentially more powerful or better fitting its nature) than the one you asked for. A casting of miracle can do any of the following things. \r\n * Duplicate any spell from the divine list of 9th level or lower to which you have access.\r\n * Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access.\r\n * Produce any effect whose power level is in line with the above effects. \r\n * Reverse certain effects that refer to the wish spell.\r\n\r\n\r\n The GM might allow you to try using miracle to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.","components":["material","somatic","verbal"],"oldName":"manifestation"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1612","name":"Nature Incarnate","traits":["concentrate","manipulate","polymorph"],"type":"Spell","level":10,"source":"Player Core pg. 346","traditions":["primal"],"cast":"","action":"2","duration":"1 minute","description":"The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. \n \n You gain the following statistics and abilities regardless of which battle form you choose: \r\n * AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.\r\n * 30 temporary Hit Points.\r\n * Darkvision.\r\n * One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.\r\n * Athletics modifier of +36, unless your own is higher.\r\n\r\n\r\n You gain specific abilities based on the incarnation you choose:\r\n * **Green Man** Speed 40 feet, climb 40 feet; **Melee** |1| vines (reach 30 feet, versatile P), **Damage** 6d8+12 bludgeoning; **Ranged** |1| thorns (range 100 feet), **Damage** 6d6+6 piercing; **Green Caress** (aura, primal) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure).\r\n * **Kaiju** Speed 50 feet; resistance 5 to physical damage; **Melee** |1| jaws (reach 30 feet), **Damage** 6d10+10 piercing; **Melee** |1| claws (agile, reach 30 feet), **Damage** 6d8+8 slashing; **Melee** |1| foot (agile, reach 15 feet), **Damage** 6d6+10 bludgeoning; **Unstoppable** You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; **Trample** |3| You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC.\r\n\r\n\r\n"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=958","name":"Nullify","traits":["abjuration"],"type":"Spell","level":10,"legacy content":" ","source":"Secrets of Magic pg. 118 1.1","traditions":["arcane","divine","occult","primal"],"spell list":"elemental","cast":"somatic, verbal","action":"reaction","trigger":"a foe within range casts a 9th-level or lower spell","range":"120 feet","targets":"the triggering spell","description":"You instantly destroy the incoming spell, though at the cost of sending magical feedback through your body. You automatically counteract the spell, but the feedback brings you unavoidable harm. You lose 1d8 Hit Points per level of the triggering spell.","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=230","name":"Primal Herd","traits":["polymorph","transmutation"],"type":"Spell","level":10,"legacy content":"  ","source":"Core Rulebook pg. 359 4.0","traditions":["primal"],"cast":"somatic, verbal","action":"2","range":"30 feet","targets":"you and up to 5 willing targets","duration":"1 minute","description":"Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the animal trait. Each target can Dismiss the spell’s effects on themself. Each target gains the following while transformed: \r\n * AC = 22 + the target’s level. Ignore any armor check penalty and Speed reduction. \r\n * 20 temporary Hit Points. \r\n * Speed 40 feet. \r\n * Low-light vision. \r\n * The following unarmed melee attacks, which are the only attacks the target can use. They’re trained with them. When attacking with these attacks, the target uses their attack modifier with the proficiency and item bonuses of their most favorable weapon or unarmed Strike, and the damage is listed for each attack. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If the target’s unarmed attack modifier is higher, they can use it instead. **Melee** |1| tusk (reach 15 feet), **Damage** 4d8+19 piercing; **Melee** |1| trunk (agile, reach 15 feet), **Damage** 4d6+16 bludgeoning; **Melee** |1| foot (agile, reach 15 feet), **Damage** 4d6+13 bludgeoning. \r\n * Athletics modifier of +30, unless the target’s own modifier is higher. \r\n * Trample |3| You move up to twice your Speed and move through the space of Large or smaller creatures, trampling each creature whose space you enter. A trampled creature takes damage from its foot Strike based on a basic Reflex save (DC = 19 + the target’s level).\r\n\r\n\r\n","components":["somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=231","name":"Primal Phenomenon","traits":["divination"],"type":"Spell","level":10,"legacy content":" ","source":"Core Rulebook pg. 359 4.0","traditions":["primal"],"cast":"material, somatic, verbal","action":"3","description":"You request a direct intercession from the natural world. Nature always refuses unnatural requests and might grant a different request (potentially more powerful or better fitting its character) than the one you asked for. A primal phenomenon spell can do any of the following things. \r\n * Duplicate any spell from the primal list of 9th level or lower to which you have access.\r\n * Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access.\r\n * Produce any effect whose power level is in line with the above effects. \r\n * Reverse certain effects that refer to the wish spell.\r\n\r\n\r\n At the GM's discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.","components":["material","somatic","verbal"],"oldName":"manifestation"},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1649","name":"Remake","traits":["uncommon","concentrate","manipulate"],"type":"Spell","level":10,"source":"Player Core pg. 352","traditions":["arcane","divine","occult","primal"],"cast":"1 hour","cost":"a remnant of the item","range":"5 feet","description":"You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. The remnant of the item can be small or insignificant (even a speck of dust that remains from disintegrate is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power. \n \n The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form. If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses. An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter.","components":["1 hour"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1654","name":"Revival","traits":["concentrate","healing","manipulate","vitality"],"type":"Spell","level":10,"source":"Player Core pg. 353","traditions":["divine","primal"],"cast":"","action":"2","range":"30 feet","targets":"dead creatures and living creatures of your choice within range","duration":"sustained up to 1 minute","description":"A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain 10d8+40 Hit Points. You return any number of dead targets to life temporarily, with the same effects and limitations as raise dead. The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by disintegrate or a death effect. It has no effect on undead."},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=994","name":"Shadow Army","traits":["auditory","illusion","mental","shadow","visual"],"type":"Spell","level":10,"legacy content":"     ","source":"Secrets of Magic pg. 128 1.1","traditions":["arcane","occult"],"cast":"material, somatic, verbal","action":"3","range":"500 feet","area":"50-foot burst","saving throw":"Will","duration":"1 minute","description":"You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to Hide and Sneak among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes 3d10 mental damage and 3d10 bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you Cast the Spell, you choose a condition your shadows impose on a failed save: clumsy 2, enfeebled 2, flat-footed, or slowed 1. \n \n **Critical Success** The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty. \n **Success** The creature takes half damage. \n **Failure** The creature takes full damage, and gains the chosen condition. \n **Critical Failure** The creature takes double damage, and gains the chosen condition.","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=1009","name":"Summon Kaiju","traits":["rare","conjuration","incarnate"],"type":"Spell","level":10,"legacy content":"   ","source":"Secrets of Magic pg. 133 1.1","traditions":["primal"],"cast":"material, somatic, verbal","action":"3","range":"500 feet","duration":"until the end of your next turn","description":"You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a Gargantuan creature. When you Cast this Spell, choose one of the kaiju below to summon. **Secrets of Magic** \r\n * **Agmazar the Star Titan ** Speed 100 feet, climb 50 feet; **Arrive** (necromancy, negative) Channel Void Each foe in a 100-foot emanation takes 16d8 negative energy 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.\r\n * **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.\r\n * **Bezravnis, the Inferno Below ** Speed 100 feet, burrow 100 feet; **Arrive** (earth, evocation) Burrow from the Earth's Heart Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take 8d12 bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the earthquake spell, except there is no chance of falling into a fissure; **Depart** Web Hurricane Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a –20-foot circumstance penalty to its Speeds until it Escapes (or is immobilized until it escapes on a critical failure). The Escape DC is your spell DC.\r\n * **Mogaru, the Final King ** Speed 100 feet, swim 100 feet; **Arrive** (auditory, enchantment, mental) Trance of the King's Melody Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them stunned 3 on a failure; **Depart** (evocation, fire) Volcanic Breath Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes 10d6 fire damage with a basic Reflex save. On a failure, it also takes 4d6 persistent fire damage.\r\n * **Vorgozen, the Shapeless Feeder ** Speed 50 feet, climb 50 feet, swim 100 feet; **Arrive** (necromancy) Pollute Magic Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is sickened 2. Any of your enemies that Casts a Spell within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already sickened; **Depart** (acid, evocation) Beam of Purest Vitriol Each creature in a 1,200-foot line takes 10d6 acid damage and 10d6 bludgeoning damage with a basic Fortitude save.\r\n * **Yarthoon, the Moon Grub** Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; **Arrive** (cold, evocation) Algid Beam Barrage Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal 10d6 cold damage with a basic Reflex save; **Depart** (cold, conjuration, water) Frostbite Mist Chilling mist surges out in a 100-foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of obscuring mist, plus any creature within the area at the end of its turn take 5d6 cold damage with a basic Fortitude save.\r\n\r\n\r\n **Monsters of Myth** \r\n * **Ebeshra, the Winged Razor ** Speed 75 feet, fly 100 feet; **Arrive** (conjuration, teleportation) Planar Draw Each foe in a 100-foot emanation is pulled 50 feet towards the center, unless it succeeds at a Fortitude save. Creatures that fail and reach the center take 10d6 bludgeoning damage; **Depart** (electricity, evocation) Storm Discharge Each foe in a 240-foot line takes 12d8 electricity damage with a basic Reflex save\r\n\r\n\r\n","components":["material","somatic","verbal"]},{"nethysUrl":"https://2e.aonprd.com/Spells.aspx?ID=377","name":"Wish","traits":["divination"],"type":"Spell","level":10,"legacy content":" ","source":"Core Rulebook pg. 385 4.0","traditions":["arcane"],"cast":"material, somatic, verbal","action":"3","description":"You state a wish, making your greatest desire come true. A wish spell can produce any one of the following effects. \r\n * Duplicate any spell from the arcane list of 9th level or lower to which you have access.\r\n * Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access.\r\n * Produce any effect whose power level is in line with the above effects. \r\n * Reverse certain effects that refer to the wish spell.\r\n\r\n\r\n The GM might allow you to try using wish to produce greater effects than these, but doing so might be dangerous or the spell might have only a partial effect.","components":["material","somatic","verbal"],"oldName":"manifestation"}]