{
	"spell": [
		{
			"name": "Aberrant Form",
			"source": "SoM",
			"page": 88,
			"level": 5,
			"traits": [
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait aberration} trait. You can {@action Dismiss} the spell.",
				"You gain the following statistics and abilities regardless of which battle form you choose:",
				{
					"type": "list",
					"items": [
						"AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.",
						"13 temporary Hit Points.",
						"{@ability Darkvision}.",
						"One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. 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 {@condition enfeebled} condition, for example). If your unarmed attack modifier is higher, you can use it instead.",
						"{@skill Athletics} modifier of +20, unless your own modifier is higher."
					]
				},
				"You also gain specific abilities based on the type of aberration you choose:",
				{
					"type": "list",
					"items": [
						"{@bold Chuul} Speed 30 feet, swim 25 feet; {@b Melee} {@as 1} claw ({@trait reach <10 feet>}), {@b Damage} {@damage 2d8+8} bludgeoning, and you can spend an action after a hit to {@action Grab} the target.",
						"{@bold Gogiteth} Speed 40 feet, climb 30 feet; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 2d10+8} piercing, and you can spend an action after a hit to {@action Grab} the target; {@b Melee} {@as 1} leg ({@trait agile}, {@trait reach <10 feet>}), {@b Damage} {@damage 2d6+8} piercing.",
						"{@bold Gug} Speed 40 feet, climb 20 feet; {@b Melee} {@as 1} jaws ({@trait reach <10 feet>}), {@b Damage} {@damage 2d12+8} piercing; {@b Melee} {@as 1}"
					]
				}
			],
			"miscTags": [
				"BF"
			]
		},
		{
			"name": "Angel Form",
			"source": "SoM",
			"page": 89,
			"level": 7,
			"traits": [
				"good",
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"divine"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait angel} and {@trait celestial} traits. You have hands in this battle form and can use manipulate actions.",
				"You can {@action Dismiss} the spell.",
				"You gain the following statistics and abilities regardless of the form that you choose:",
				{
					"type": "list",
					"items": [
						"AC = 22 + your level. Ignore your armor check's penalty and Speed reduction.",
						"40 temporary Hit Points and weakness 10 to evil damage.",
						"{@ability Darkvision}.",
						"One or more attacks specific to the battle form you choose. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the {@condition 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.",
						"{@skill Athletics} modifier of +25, unless your own modifier is higher."
					]
				},
				"You also gain specific abilities based on the type of angel you choose:",
				{
					"type": "list",
					"items": [
						"{@bold Balisse} Speed 30 feet, fly 40 feet; {@skill Perception} modifier of +26 to detect lies and illusions unless your own modifier is higher; {@b Melee} {@as 1} scimitar ({@trait forceful}, {@trait sweep}), {@b Damage} {@damage 2d6+12} slashing plus {@damage 1d6} fire and {@damage 1d6} good.",
						"{@bold Choral} Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against {@trait sonic} and {@trait auditory}; {@b Melee} {@as 1} fist ({@trait agile}), {@b Damage} {@damage 2d6+12} bludgeoning plus {@damage 1d6} good; {@b Ranged} {@as 1} piercing hymn (range 90 feet), {@b Damage} {@damage 1d6+12} sonic plus {@damage 1d6} good, and {@condition deafened} for 1 round on a critical hit.",
						"{@bold Monadic Deva} Speed 30 feet, fly 40 feet; +2 status bonus on saves against {@trait death} effects and effects that manipulate souls; {@b Melee} {@as 1} holy mace ({@trait shove}), {@b Damage} {@damage 2d6+12} bludgeoning plus {@damage 1d6} force and {@damage 1d6} good.",
						"{@bold Movanic Deva} Speed 30 feet, fly 40 feet; resistance 10 to negative; {@b Melee} {@as 1} bastard sword ({@trait two-hand <d12>}), {@b Damage} {@damage 1d8+12} slashing plus {@damage 1d6} fire and {@damage 1d6} good."
					]
				}
			],
			"heightened": {
				"X": {
					"9": [
						"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 {@skill Athletics} +33."
					]
				}
			},
			"miscTags": [
				"BF"
			]
		},
		{
			"name": "Animal Allies",
			"source": "SoM",
			"page": 89,
			"level": 1,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "5-foot emanation"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"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 {@damage 3d4} piercing damage with a basic Reflex save."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 3d4}."
					]
				}
			}
		},
		{
			"name": "Approximate",
			"source": "SoM",
			"page": 90,
			"level": 1,
			"traits": [
				"cantrip",
				"detection",
				"divination"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 10,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Misc."
				],
				"entry": "1 cubic foot"
			},
			"entries": [
				"Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit.",
				"For example, you could look at a pile of 180 copper coins, and you would learn that it held about 200 coins, but you couldn't determine there were exactly 180 coins.",
				"The type of object you name can be as specific or general as you like\u2014\"dented copper coins\" is as viable as \"coins\"\u2014but 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."
			]
		},
		{
			"name": "Ash Cloud",
			"source": "SoM",
			"page": 90,
			"level": 2,
			"traits": [
				"air",
				"conjuration",
				"fire"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "20-foot burst"
			},
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You summon a tumultuous cloud of ash and smoke. The cloud is {@quickref difficult terrain||3|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 {@damage 2d4} fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half damage.",
						"Failure": "The target takes full damage and is {@condition dazzled} for 1 round.",
						"Critical Failure": "The target takes double damage and is {@condition blinded} for 1 round."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d4}."
					]
				}
			}
		},
		{
			"name": "Bandit's Doom",
			"source": "SoM",
			"page": 90,
			"level": 5,
			"traits": [
				"abjuration",
				"curse"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 30,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"targets": "1 item of 2 Bulk or less",
			"duration": {
				"number": 1,
				"unit": "month"
			},
			"entries": [
				"You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes {@damage 8d8} mental damage and is {@condition 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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage and is {@condition doomed 1}.",
						"Failure": "The creature takes full damage and is {@condition doomed 2}.",
						"Critical Failure": "The creature takes double damage and is {@condition doomed 3}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 2d8}."
					]
				}
			}
		},
		{
			"name": "Befitting Attire",
			"source": "SoM",
			"page": 90,
			"level": 2,
			"traits": [
				"illusion",
				"visual"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "5 willing creatures",
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes.",
				"Any creature that touches the attire, uses the {@action Seek} action to examine it, or otherwise interacts with it can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}."
			],
			"heightened": {
				"X": {
					"4": [
						"You can target up to 20 creatures."
					],
					"5": [
						"You can target up to 100 creatures."
					]
				}
			}
		},
		{
			"name": "Biting Words",
			"source": "SoM",
			"page": 90,
			"level": 1,
			"traits": [
				"attack",
				"auditory",
				"evocation",
				"linguistic",
				"sonic"
			],
			"traditions": [
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Cast a Spell||Casting the Spell}, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, {@trait concentrate}, and {@trait linguistic} traits. After your third attack total, the spell ends.",
				"When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing {@damage 2d6} sonic damage if you hit (or double damage on a critical hit)."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Blazing Dive",
			"source": "SoM",
			"page": 90,
			"level": 3,
			"traits": [
				"air",
				"evocation",
				"fire"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet.",
				"You {@action Fly} 15 feet straight up into the air, then {@action 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 {@damage 3d4} bludgeoning damage and {@damage 3d6} fire damage (basic Reflex save) to all creatures in a 10-foot emanation."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d4} bludgeoning and {@damage 1d6} fire."
					]
				}
			}
		},
		{
			"name": "Blazing Fissure",
			"source": "SoM",
			"page": 91,
			"level": 5,
			"traits": [
				"earth",
				"evocation",
				"fire"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Line"
				],
				"entry": "120-foot line"
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"entries": [
				"A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes {@damage 4d6} bludgeoning damage and {@damage 6d6} fire damage with a Reflex save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage.",
						"Failure": "The creature takes full damage, and it falls {@condition prone}.",
						"Critical Failure": "The target takes double damage, and it falls {@condition prone}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6} bludgeoning and {@damage 1d6} fire."
					]
				}
			}
		},
		{
			"name": "Blessing of Defiance",
			"source": "SoM",
			"page": 91,
			"level": 5,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 1} to {@as 3}"
			},
			"components": [
				[
					"S"
				],
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "varies",
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"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 {@action Cast a Spell||Casting the Spell}.",
				"{@b {@as 1} (somatic)} The spell targets you or one willing ally within range.",
				"{@b {@as 2} (verbal)} The spell targets you or one willing ally within range. If you choose Fortitude, the target gains resistance 15 to poison. If you choose Reflex, the target gains a +15-foot status bonus to its Speeds. If you choose Will, the target gains resistance 15 to mental damage.",
				"{@b {@as 3} (verbal)} The spell targets you and all willing allies within 30 feet."
			]
		},
		{
			"name": "Blink Charge",
			"source": "SoM",
			"page": 92,
			"level": 5,
			"traits": [
				"conjuration",
				"force",
				"teleportation"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature",
			"entries": [
				"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 {@action Strike} against the creature with a weapon you're wielding. The {@action Strike} deals damage, plus an extra {@damage 2d8} force damage, depending on the result of your {@action Strike}.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Double damage, plus after the {@action Strike}, you can teleport the target into an empty space up to 5 feet away from its current position. The new space must be on the ground if it started on the ground, in the air if it was flying, and so on.",
						"Success": "The {@action Strike} deals full damage.",
						"Failure": "The {@action Strike} deals no damage, but the target takes {@damage 1d8} force damage.",
						"Critical Failure": "The {@action Strike} deals no damage, and you take {@damage 1d8} force damage."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The spell's range increases by 60 feet, and any force damage the spell deals is increased by {@dice 1d8}."
					]
				}
			}
		},
		{
			"name": "Bloodspray Curse",
			"source": "SoM",
			"page": 92,
			"level": 4,
			"traits": [
				"curse",
				"necromancy"
			],
			"traditions": [
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "For 1 minute, the first time each round that the target takes at least 10 piercing or slashing damage from a single {@action Strike}, it takes {@damage 2d6} additional damage of the same type.",
						"Failure": "As success, but when it takes the additional damage, it also takes {@damage 2d6} {@condition persistent damage||persistent bleed damage}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The additional damage increases by {@damage 1d6} and the {@condition persistent damage||persistent bleed damage} increases by {@dice 1d6}."
					]
				}
			}
		},
		{
			"name": "Boil Blood",
			"source": "SoM",
			"page": 92,
			"level": 8,
			"traits": [
				"evocation",
				"fire"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"You heat a foe's blood and boil it within its veins. The target takes {@damage 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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half damage.",
						"Failure": "The target takes full damage and is {@condition drained 2}.",
						"Critical Failure": "The target takes double damage and is {@condition drained 3}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d10}."
					]
				}
			}
		},
		{
			"name": "Boost Eidolon",
			"source": "SoM",
			"page": 144,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cantrip",
				"evocation",
				"summoner"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"targets": "your eidolon",
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"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 {@action Strike||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."
			]
		},
		{
			"name": "Bottomless Stomach",
			"source": "SoM",
			"page": 92,
			"level": 3,
			"traits": [
				"conjuration",
				"extradimensional"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage doesn't hamper the target's ability to eat, drink, speak (if applicable), or otherwise act, as it only opens and closes when the target chooses.",
				"The target can {@action Interact} to swallow an object of up to 1 Bulk, which doesn't harm the object or the target. If the extradimensional space is full, the target can't add any more objects until first removing one or more stored objects. Organic matter and living creatures can't be stored in this space. The extradimensional storage is obvious to any creature who looks into the target's mouth, as the entryway shimmers slightly, though this doesn't clearly reveal the contents inside.",
				"The target can {@action 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 {@action Interact} three times in a row to spit out the entire contents of its extradimensional storage; the target doesn't have to take these actions all in the same turn, but if it takes any other actions in between, it has to start over. The items eject into the target's space, possibly spilling out into adjacent spaces if there is too much to fit.",
				"When the spell ends or the target falls {@condition unconscious}, the contents of the extradimensional storage are disgorged in a riotous spew, landing in the nearest unoccupied space, a bit wet but otherwise unharmed."
			],
			"heightened": {
				"X": {
					"5": [
						"The duration increases to 8 hours."
					]
				}
			}
		},
		{
			"name": "Breadcrumbs",
			"source": "SoM",
			"page": 92,
			"level": 1,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"You protect your target from going astray in {@condition 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\u2014it merely indicates where the target has moved during the spell's duration."
			],
			"heightened": {
				"X": {
					"2": [
						"The duration increases to 8 hours."
					],
					"3": [
						"The duration increases to last until your next daily preparations."
					]
				}
			}
		},
		{
			"name": "Bullhorn",
			"source": "SoM",
			"page": 93,
			"level": 1,
			"traits": [
				"auditory",
				"cantrip",
				"illusion"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait auditory} or {@trait linguistic} effects, and physical barriers such as walls and doors still block or muffle your voice as normal.",
				"Your loud voice makes it easier to {@action Coerce} others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to {@action Coerce} and auditory {@skill Performance} checks to {@action Perform} at a large venue.",
				"You can {@action Dismiss} the spell."
			],
			"heightened": {
				"X": {
					"5": [
						"Your voice can be heard clearly up to 1,200 feet away."
					],
					"7": [
						"Your voice can be heard clearly up to 1 mile away."
					]
				}
			}
		},
		{
			"name": "Burning Blossoms",
			"source": "SoM",
			"page": 93,
			"level": 8,
			"traits": [
				"enchantment",
				"fire",
				"plant"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Cylinder"
				],
				"entry": "30-foot radius, 100-foot tall cylinder"
			},
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@damage 6d6} fire damage from the burning petals.",
				"Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a Will save. This is an emotion, {@trait mental}, and {@trait visual} effect. Creatures {@condition fascinated} with the tree must use at least one of their actions on each of their turns to move toward the tree.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected and is temporarily immune for 24 hours.",
						"Success": "The creature is unaffected, but it must attempt a new save at the end of its turn if it can still see the tree.",
						"Failure": "The creature is {@condition fascinated} with the tree until the end of its next turn. If it can still see the tree then, it must attempt a save again.",
						"Critical Failure": "The creature is {@condition fascinated} with the tree until the spell ends. The tree's fire damage doesn't end the fascination; other {@condition hostile} actions end it, as normal. If the fascination ends, the creature must attempt a new save at the end of its turn if it can still see the tree."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Canticle of Everlasting Grief",
			"source": "SoM",
			"page": 94,
			"level": 8,
			"traits": [
				"auditory",
				"curse",
				"emotion",
				"enchantment",
				"fear",
				"mental"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes {@damage 5d6} mental damage, is {@condition frightened 1}, and can't benefit from circumstance or status bonuses for 1 round.",
						"Failure": "The target takes {@damage 10d6} mental damage, is {@condition frightened 3}, and can't benefit from circumstance or status bonuses for 1 week.",
						"Critical Failure": "The target takes {@damage 20d6} mental damage and is {@condition frightened 4}. It can't benefit from circumstance or status bonuses until the curse is {@condition broken}. While the curse remains, the target's allies are also unable to benefit from circumstance or status bonuses while within 15 feet of it."
					}
				}
			]
		},
		{
			"name": "Cascade Countermeasure",
			"source": "SoM",
			"page": 143,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"abjuration",
				"magus"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"requirements": "You're benefiting from {@action Arcane Cascade|SoM}.",
			"duration": {
				"entry": "until the {@action Arcane Cascade|SoM} stance ends",
				"unit": "special"
			},
			"entries": [
				"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."
			],
			"heightened": {
				"plusX": {
					"3": [
						"The resistance increases by 5."
					]
				}
			}
		},
		{
			"name": "Cast Into Time",
			"source": "SoM",
			"page": 94,
			"level": 6,
			"traits": [
				"divination"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Cone"
				],
				"entry": "15-foot cone"
			},
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"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 {@damage 5d8} mental damage and {@damage 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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature falls into time. When it returns, it takes half damage.",
						"Failure": "The creature falls into time. When it returns, it takes full damage and is {@condition sickened 1}.",
						"Critical Failure": "The creature falls into time. When it returns, it takes double damage and is {@condition sickened 2}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The bludgeoning damage increase by {@dice 2d6}."
					]
				}
			}
		},
		{
			"name": "Catch Your Name",
			"source": "SoM",
			"page": 247,
			"level": 6,
			"traits": [
				"rare",
				"divination"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S"
				]
			],
			"trigger": "A creature on your plane speaks your private or true name",
			"requirements": "You know your own true name.",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"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."
			]
		},
		{
			"name": "Chromatic Armor",
			"source": "SoM",
			"page": 95,
			"level": 4,
			"traits": [
				"abjuration",
				"light"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 2} or {@as 3}"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@condition 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 {@trait light} and {@trait visual} traits.",
				"When you cast the spell, roll {@dice 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 {@action Cast a Spell||Cast the Spell}, roll three times instead.",
				{
					"type": "pf2-options",
					"noColon": true,
					"style": "pf2-book__option--indent",
					"items": [
						{
							"type": "item",
							"name": "1. Red",
							"entries": [
								"fire"
							]
						},
						{
							"type": "item",
							"name": "2. Orange",
							"entries": [
								"acid"
							]
						},
						{
							"type": "item",
							"name": "3. Yellow",
							"entries": [
								"electricity"
							]
						},
						{
							"type": "item",
							"name": "4. Green",
							"entries": [
								"poison"
							]
						},
						{
							"type": "item",
							"name": "5. Blue",
							"entries": [
								"sonic"
							]
						},
						{
							"type": "item",
							"name": "6. Indigo",
							"entries": [
								"mental"
							]
						},
						{
							"type": "item",
							"name": "7. Violet",
							"entries": [
								"force"
							]
						},
						{
							"type": "item",
							"name": "8. Matching Color",
							"entries": [
								"The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8."
							]
						}
					]
				}
			],
			"heightened": {
				"plusX": {
					"3": [
						"The resistance is increased by 5."
					]
				}
			}
		},
		{
			"name": "Chromatic Image",
			"source": "SoM",
			"page": 95,
			"level": 6,
			"traits": [
				"illusion",
				"visual"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@dice 1d4} to see which color the image was when it was destroyed. The attacker takes the corresponding effect.",
				{
					"type": "pf2-options",
					"noColon": true,
					"style": "pf2-book__option--indent",
					"items": [
						{
							"type": "item",
							"name": "1. Red ",
							"entries": [
								"5 fire damage and 5 mental damage."
							]
						},
						{
							"type": "item",
							"name": "2. Orange",
							"entries": [
								"5 acid damage and 5 mental damage."
							]
						},
						{
							"type": "item",
							"name": "3. Yellow",
							"entries": [
								"5 electricity damage and 5 mental damage."
							]
						},
						{
							"type": "item",
							"name": "4. Green",
							"entries": [
								"5 poison damage and 5 mental damage, plus it's {@condition frightened 1}."
							]
						}
					]
				}
			]
		},
		{
			"name": "Chromatic Ray",
			"source": "SoM",
			"page": 95,
			"level": 4,
			"traits": [
				"attack",
				"evocation",
				"light"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"entries": [
				"You send out a ray of colored light streaming toward your enemy, with a {@trait magical} effect depending on the ray's color.",
				"Make a spell attack roll. If you hit, roll {@dice 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.",
				{
					"type": "pf2-options",
					"noColon": true,
					"style": "pf2-book__option--indent",
					"items": [
						{
							"type": "item",
							"name": "1. Red",
							"entries": [
								"({@trait fire}) The ray deals 30 fire damage to the target."
							]
						},
						{
							"type": "item",
							"name": "2. Orange",
							"entries": [
								"({@trait acid}) The ray deals 40 acid damage to the target."
							]
						},
						{
							"type": "item",
							"name": "3. Yellow",
							"entries": [
								"({@trait electricity}) The ray deals 50 electricity damage to the target."
							]
						},
						{
							"type": "item",
							"name": "4. Green",
							"entries": [
								"({@trait poison}) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be {@condition enfeebled 1} for 1 minute ({@condition enfeebled 2} on a critical failure)."
							]
						}
					]
				}
			],
			"heightened": {
				"X": {
					"6": [
						"The damage for red, orange, yellow, and green each increase by 10. Roll {@dice 1d8} to determine the ray's color, using the results for 1\u20134 above and the results for 5\u20138 below.",
						{
							"type": "pf2-options",
							"noColon": true,
							"style": "pf2-book__option--indent",
							"items": [
								{
									"type": "item",
									"name": "5. Blue",
									"entries": [
										"The ray has the effect of the {@spell flesh to stone} spell. On a critical hit, the target is {@condition clumsy 1} as long as it's {@condition slowed} by the flesh to stone effect."
									]
								},
								{
									"type": "item",
									"name": "6. Indigo",
									"entries": [
										"({@trait emotion}, {@trait incapacitation}, {@trait mental}) The ray has the effect of the {@spell confusion} spell. On a critical hit, it has the effect of {@spell warp mind} instead."
									]
								},
								{
									"type": "item",
									"name": "7. Violet",
									"entries": [
										"The target is {@condition 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 {@trait teleportation} effect."
									]
								},
								{
									"type": "item",
									"name": "8. Intense Color",
									"entries": [
										"The target is {@condition dazzled} until the end of your next turn, or {@condition blinded} if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8)."
									]
								}
							]
						}
					]
				}
			}
		},
		{
			"name": "Claim Curse",
			"source": "SoM",
			"page": 95,
			"level": 3,
			"traits": [
				"necromancy"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 creature affected by a curse",
			"duration": {
				"number": 5,
				"unit": "minute"
			},
			"entries": [
				"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."
			]
		},
		{
			"name": "Clone Companion",
			"source": "SoM",
			"page": 96,
			"level": 8,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "your companion",
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions.",
				"The duplicate appears adjacent to your companion and has the same statistics.",
				"Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as {@action Stride||Striding} to a different position or selecting a different target for a {@action Strike}. If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day.",
				"The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends."
			]
		},
		{
			"name": "Combustion",
			"source": "SoM",
			"page": 200,
			"otherSources": {
				"Expanded": [
					"RoE|62"
				]
			},
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"evocation",
				"fire"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"You ignite a creature in lasting flames. The fire deals {@damage 4d8} fire damage and {@damage 2d6} {@condition persistent damage||persistent fire damage} to the creature, which must attempt a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage and takes no {@condition persistent damage}.",
						"Failure": "The creature takes full damage, as well as full {@condition persistent damage}.",
						"Critical Failure": "The creature takes double damage, as well as double {@condition persistent damage}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the initial damage by {@dice 1d8} and the {@condition persistent damage} by {@dice 1d6}."
					]
				}
			}
		},
		{
			"name": "Compel True Name",
			"source": "SoM",
			"page": 247,
			"level": 4,
			"traits": [
				"rare",
				"auditory",
				"enchantment",
				"incapacitation",
				"linguistic",
				"mental",
				"true name"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature whose true name you know",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"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 {@trait 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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected, is temporarily immune to further castings of this spell by you for 1 week, and learns your true name.",
						"Success": "The target is unaffected, is temporarily immune to further castings of this spell by you for 1 day, and learns a fragment of your true name (see the Fragmentary Names sidebar at right).",
						"Failure": "The target does as you command. The spell has a duration of 10 minutes, or until the target has completed a finite instruction or the instructions become selfdestructive. The creature is temporarily immune to further castings of this spell by you for 1 hour.",
						"Critical Failure": "As failure, but the spell's duration is 8 hours, and the creature is not temporarily immune."
					}
				}
			]
		},
		{
			"name": "Concordant Choir",
			"source": "SoM",
			"page": 96,
			"level": 1,
			"traits": [
				"evocation",
				"sonic"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 1} to {@as 3}"
			},
			"components": [
				[
					"V",
					"S",
					"M"
				],
				[
					"V",
					"S"
				],
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "varies",
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"entries": [
				"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.",
				"{@b {@as 1} (verbal)} The spell deals {@damage 1d4} sonic damage to a single enemy, with a basic Fortitude save.",
				"{@b {@as 2} (somatic, verbal)} The spell deals {@damage 2d4} sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save.",
				"{@b {@as 3} (material, somatic, verbal)} The spell deals {@damage 2d4} sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d4} for the 1-action version, or {@dice 2d4} for the other versions."
					]
				}
			}
		},
		{
			"name": "Coral Eruption",
			"source": "SoM",
			"page": 96,
			"level": 4,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "two 10-foot bursts that don't overlap"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@damage 6d6} piercing damage and must attempt a basic Reflex save. A creature that critically fails its saving throw also takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}.",
				"The area becomes {@quickref difficult terrain||3|terrain} and hazardous terrain.",
				"A creature that moves through the area takes 3 piercing damage for every square of that area it moves into."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The initial piercing damage increases by {@damage 3d6}, and the hazardous terrain damage increases by 1."
					]
				}
			}
		},
		{
			"name": "Corrosive Body",
			"source": "SoM",
			"page": 96,
			"level": 7,
			"traits": [
				"acid",
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@damage 3d6} acid damage, and your unarmed attacks deal {@dice 1d4} additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain {@dice 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."
			],
			"miscTags": [
				"THP"
			]
		},
		{
			"name": "Cosmic Form",
			"source": "SoM",
			"page": 97,
			"level": 7,
			"traits": [
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Dismiss} the spell.",
				"You gain the following statistics and abilities regardless of the form that you choose:",
				{
					"type": "list",
					"items": [
						"AC = 21 + your level. Ignore your armor check's penalty and Speed reduction.",
						"20 temporary Hit Points.",
						"{@ability Darkvision}.",
						"One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +25, and you use the listed damage. The melee attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example), and the ranged attacks are Dexterity based. If your unarmed attack modifier is higher, you can use it instead.",
						"{@skill Athletics} modifier of +25, unless your own is higher."
					]
				},
				"You also gain specific abilities based on the stellar body:",
				{
					"type": "list",
					"items": [
						"{@bold Moon} Speed 30 feet, fly 50 feet; {@b Melee} {@as 1} fist ({@trait agile}, {@trait reach <10 feet>}), {@b Damage} {@damage 2d4+10} bludgeoning plus {@damage 1d6} fire; {@b Ranged} {@as 1} moonbeam (range 90 feet), {@b Damage} {@damage 2d4+10} fire; this form's fire damage is silver for resistances, weaknesses, and the like; on a critical hit with either {@action Strike}, the target is {@condition stupefied 2} for 1 round.",
						"{@bold Sun} Speed 30 feet, fly 50 feet; {@b Melee} {@as 1} fist ({@trait agile}, {@trait reach <10 feet>}), {@b Damage} {@damage 2d6+10} fire plus {@damage 1d6} {@condition persistent damage||persistent fire}; {@b Ranged} {@as 1} sunbeam (range 90 feet), {@b Damage} {@damage 1d6+10} fire plus {@damage 1d6} {@condition persistent damage||persistent fire}; on a critical hit with either {@action Strike}, the target is {@condition dazzled} for 1 round."
					]
				}
			],
			"miscTags": [
				"BF"
			]
		},
		{
			"name": "Crushing Ground",
			"source": "SoM",
			"page": 200,
			"otherSources": {
				"Expanded": [
					"RoE|62"
				]
			},
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"earth",
				"transmutation"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"You tear open the ground then slam it shut. The target creature takes {@damage 2d6} bludgeoning damage with a Reflex save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half damage.",
						"Failure": "The target takes full damage, is {@condition flat-footed}, and takes a \u201310-foot circumstance penalty to Speed.",
						"Critical Failure": "The target takes double damage and is {@condition flat-footed} and {@condition immobilized}. It can attempt to {@action Escape} against your spell DC. If it doesn't {@action Escape}, the target takes an additional {@damage 2d6} bludgeoning damage when the spell ends."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the initial damage and additional damage by {@dice 2d6}."
					]
				}
			}
		},
		{
			"name": "Daemon Form",
			"source": "SoM",
			"page": 98,
			"level": 6,
			"traits": [
				"evil",
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"divine"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait daemon} and {@trait fiend} traits. You have hands in this battle form and can use manipulate actions. You can {@action Dismiss} the spell.",
				"You gain the following statistics and abilities regardless of the form that you choose:",
				{
					"type": "list",
					"items": [
						"AC = 21 + your level. Ignore your armor check's penalty and Speed reduction.",
						"15 temporary Hit Points and weakness 5 to good.",
						"A +2 status bonus to all saving throws against {@trait death} effects.",
						"Resistance 10 to poison.",
						"{@ability Darkvision}.",
						"One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +21, and you use the listed damage. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example). If your unarmed attack modifier is higher, you can use it instead.",
						"{@skill Athletics} modifier of +23, unless your own modifier is higher."
					]
				},
				"You also gain specific abilities based on the type of Daemon you choose:",
				{
					"type": "list",
					"items": [
						"{@bold Ceustodaemon} Speed 25 feet; {@b Melee} {@as 1} jaws ({@trait reach <10 feet>}), {@b Damage} {@damage 2d10+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} claw ({@trait agile}, {@trait reach <10 feet>}), {@b Damage} {@damage 2d6} slashing plus {@damage 1d6} evil; any successful jaws or claw {@action Strike} deals an additional {@dice 1d6} damage, and you take the same amount of damage.",
						"{@bold Leukodaemon} Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases; {@b Melee} {@as 1} jaws ({@trait reach <10 feet>}), {@b Damage} {@damage 2d10+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} claw ({@trait agile}, {@trait reach <10 feet>}), {@b Damage} {@damage 2d6} slashing plus {@damage 1d6} evil; {@b Ranged} {@as 1} composite longbow ({@trait deadly <d10>}, {@trait range increment <100 feet>}, {@trait volley}), {@b Damage} {@damage 2d8} piercing plus {@damage 1d6} evil.",
						"{@bold Meladaemon} Speed 25 feet, fly 40 feet; {@b Melee} {@as 1} jaws ({@trait reach <10 feet>}), {@b Damage} {@damage 2d10+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} claw ({@trait agile}, {@trait reach <10 feet>}), {@b Damage} {@damage 1d8} slashing plus {@damage 1d6} evil and {@damage 1d6} negative, and you can spend an action after a hit to Grab the target.",
						"{@bold Piscodaemon} Speed 25 feet, swim 40 feet; {@b Melee} {@as 1} claw, {@b Damage} {@damage 2d10+10} piercing plus {@damage 1d6} evil and {@damage 1d6} {@condition persistent damage||persistent bleed}, and you can spend an action after a hit to Grab the target; {@b Melee} {@as 1} tentacle ({@trait agile}), {@b Damage} {@damage 2d6} bludgeoning plus {@damage 1d6} evil and {@damage 1d6} poison."
					]
				}
			],
			"miscTags": [
				"BF"
			]
		},
		{
			"name": "Darklight",
			"source": "SoM",
			"page": 227,
			"focus": true,
			"level": 7,
			"traits": [
				"uncommon",
				"darkness",
				"evocation",
				"shadow"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "20-foot burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@item torch||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.",
				"Light can't pass through, so creatures in the area can't see outside. Even creatures with {@ability darkvision} (but not {@ability darkvision||greater darkvision}) can barely see through the darkness; any creatures seen through the darkness are {@condition concealed} to them. Creatures with {@ability darkvision||greater darkvision} can see through the darkness normally.",
				"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 {@damage 2d6} bludgeoning damage and {@damage 2d6} negative damage, with a basic Fortitude save.",
				"When 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 {@spell darklight|SoM} spells and can see through darklight (but not other darkness) as though they had {@ability darkvision||greater darkvision}."
			],
			"heightened": {
				"X": {
					"10": [
						"The bludgeoning and negative damage both increase to {@dice 3d6}."
					]
				}
			}
		},
		{
			"name": "Day's Weight",
			"source": "SoM",
			"page": 98,
			"level": 3,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "1 living creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target is {@condition fatigued} and {@condition enfeebled 1} for 1 round.",
						"Failure": "The target is {@condition fatigued} and {@condition enfeebled 1} for the duration.",
						"Critical Failure": "The target is {@condition fatigued} and {@condition enfeebled 2} for the duration. The {@condition fatigued} condition doesn't end when the spell's duration does (but can still be removed with a night's rest or by similar means)."
					}
				}
			],
			"heightened": {
				"X": {
					"6": [
						"You can target up to 10 creatures."
					]
				}
			}
		},
		{
			"name": "Deity's Strike",
			"source": "SoM",
			"page": 99,
			"level": 7,
			"traits": [
				"evocation",
				"force"
			],
			"traditions": [
				"divine"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"requirements": "You have a deity.",
			"range": {
				"number": 500,
				"unit": "feet"
			},
			"targets": "1 creature (see text)",
			"entries": [
				"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 {@damage 7d12} force damage, or double damage on a critical hit.",
				"After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful)",
				"Your target and any other creatures within the area of the spell take {@dice 5d6} damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave."
			],
			"heightened": {
				"X": {
					"9": [
						"The force damage increases by {@damage 1d12} and the alignment damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Demon Form",
			"source": "SoM",
			"page": 99,
			"level": 6,
			"traits": [
				"chaotic",
				"evil",
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"divine"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait demon} and {@trait fiend} traits. You have hands in this battle form and can use manipulate actions.",
				"You can {@action Dismiss} the spell.",
				"You gain the following statistics and abilities regardless of the form that you choose:",
				{
					"type": "list",
					"items": [
						"AC = 20 + your level. Ignore your armor check's penalty and Speed reduction.",
						"30 temporary Hit Points, weakness 5 to cold iron, and weakness 5 to good.",
						"{@ability Darkvision}.",
						"One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +22, and you use the listed damage. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead.",
						"{@skill Athletics} modifier of +23, unless your own modifier is higher."
					]
				},
				"You also gain specific abilities based on the type of demon you choose:",
				{
					"type": "list",
					"items": [
						"{@bold Babau} Speed 25 feet; {@b Melee} {@as 1} longspear ({@trait reach <10 feet>}), {@b Damage} {@damage 2d8+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 2d10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} claw ({@trait agile}), {@b Damage} {@damage 2d4} slashing plus {@damage 1d6} evil; all {@action Strike||Strikes} deal {@dice 2d6} additional precision damage to flatfooted creatures.",
						"{@bold Hezrou} Speed 30 feet, swim 30 feet; {@b Melee} {@as 1} jaws ({@trait reach <10 feet>}), {@b Damage} {@damage 2d12+10} piercing plus {@damage 1d6} evil, and you can spend an action after a hit to Grab the target; {@b Melee} {@as 1} claw ({@trait agile}, {@trait reach <10 feet>}), {@b Damage} {@damage 2d8} slashing plus {@damage 1d6} evil.",
						"{@bold Nabasu} Speed 25 feet, fly 40 feet; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 2d10+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} claw ({@trait agile}), {@b Damage} {@damage 2d6} slashing plus {@damage 1d6} evil.",
						"{@bold Vrock} Speed 25 feet, fly 35 feet; resistance 10 to electricity; {@b Melee} {@as 1} beak, {@b Damage} {@damage 2d8+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} claw ({@trait agile}), {@b Damage} {@damage 2d6} slashing plus {@damage 1d6} evil; {@b Melee} {@as 1} talon ({@trait agile}), {@b Damage} {@damage 2d6} slashing plus {@damage 1d6} evil."
					]
				}
			],
			"miscTags": [
				"BF"
			]
		},
		{
			"name": "Devil Form",
			"source": "SoM",
			"page": 99,
			"level": 6,
			"traits": [
				"evil",
				"lawful",
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"divine"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait devil} and {@trait fiend} traits.",
				"You have hands in this battle form and can use manipulate actions. You can {@action Dismiss} the spell.",
				"You gain the following statistics and abilities regardless of the form that you choose:",
				{
					"type": "list",
					"items": [
						"AC = 22 + your level. Ignore your armor check's penalty and Speed reduction.",
						"5 temporary Hit Points, resistance 5 to physical damage (except silver), and weakness 5 to good.",
						"Resistance 10 to fire.",
						"{@ability Darkvision}.",
						"One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +20, and you use the listed damage. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead.",
						"{@skill Athletics} modifier of +23, unless your own modifier is higher."
					]
				},
				"You also gain specific abilities based on the type of devil you choose:",
				{
					"type": "list",
					"items": [
						"{@bold Barbazu} Speed 35 feet; {@b Melee} {@as 1} glaive ({@trait deadly <d8>}, {@trait forceful}, {@trait reach <10 feet>}), {@b Damage} {@damage 2d8+10} slashing plus {@damage 1d6} evil and {@damage 1d6} {@condition persistent damage||persistent bleed}; {@b Melee} {@as 1} beard, {@b Damage} {@damage 3d8} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} claw ({@trait agile}), {@b Damage} {@damage 3d6} slashing plus {@damage 1d6} evil.",
						"{@bold Erinys} Speed 25 feet, fly 40 feet; {@b Melee} {@as 1} longsword ({@trait versatile <P>}), {@b Damage} {@damage 1d8+10} slashing plus {@damage 1d6} evil and {@damage 1d6} fire; {@b Ranged} {@as 1} composite longbow ({@trait deadly <d10>}, {@trait range increment <100 feet>}, {@trait volley}), {@b Damage} {@damage 1d8} piercing plus {@damage 1d6} evil and {@damage 1d6} fire.",
						"{@bold Osyluth} Speed 35 feet, fly 30 feet; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 2d10+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} claw ({@trait agile}, {@trait reach <10 feet>}), {@b Damage} {@damage 2d6} slashing plus {@damage 1d6} evil; {@b Melee} {@as 1} stinger ({@trait reach <15 feet>}), {@b Damage} {@damage 1d10} piercing plus {@damage 1d6} evil and {@damage 1d6} poison; {@b Ranged} {@as 1} bone shard ({@trait range increment <30 feet>}), {@b Damage} {@damage 2d6} piercing plus {@damage 1d6} evil.",
						"{@bold Sarglagon} Speed 25 feet, fly 25 feet, swim 30 feet; {@b Melee} {@as 1} fangs, {@b Damage} {@damage 2d10+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} tentacle arm ({@trait agile}), {@b Damage} {@damage 1d8} bludgeoning plus {@damage 1d6} evil and {@damage 1d6} poison."
					]
				}
			],
			"miscTags": [
				"BF"
			]
		},
		{
			"name": "Dimensional Assault",
			"source": "SoM",
			"page": 143,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"conjuration",
				"magus",
				"teleportation"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"entry": "half your Speed",
				"unit": "unknown"
			},
			"entries": [
				"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 {@action Strike} against one creature within your reach."
			]
		},
		{
			"name": "Distracting Chatter",
			"source": "SoM",
			"page": 100,
			"level": 3,
			"traits": [
				"auditory",
				"illusion"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering.",
				"The target is {@condition flat-footed}, takes a \u20132 status penalty to purely auditory {@skill Perception} checks, and must succeed at a DC {@flatDC 5} flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an {@trait auditory} effect must succeed at a DC {@flatDC 5} flat check or the attempt fails. The duration depends on the target's Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The duration is 1 round.",
						"Failure": "The duration is 3 rounds.",
						"Critical Failure": "The duration is 1 minute."
					}
				}
			],
			"heightened": {
				"X": {
					"7": [
						"You can target up to five creatures."
					]
				}
			}
		},
		{
			"name": "Divine Armageddon",
			"source": "SoM",
			"page": 100,
			"level": 8,
			"traits": [
				"necromancy",
				"negative",
				"positive"
			],
			"traditions": [
				"divine"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "60-foot burst"
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"entries": [
				"You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike. Creatures in the area take {@damage 10d6} negative damage and {@damage 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 {@dice 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.",
				"You can't cast this spell if you don't have a deity. This spell gains the trait corresponding to the alignment damage dealt."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6} negative damage, {@damage 1d6} alignment damage, and {@dice 1d6} additional negative and positive damage for a true neutral deity."
					]
				}
			}
		},
		{
			"name": "Draw Ire",
			"source": "SoM",
			"page": 101,
			"level": 1,
			"traits": [
				"emotion",
				"enchantment",
				"mental"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You cause mental distress to a creature, goading it to strike back at you. You deal {@damage 1d10} mental damage to the creature and cause it to take a \u20131 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half damage and the penalty. The spell ends at the end of the target's next turn.",
						"Failure": "The target takes full damage and the penalty.",
						"Critical Failure": "The target takes double damage, and the status penalty is \u20132."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d10}."
					]
				}
			}
		},
		{
			"name": "Draw the Lightning",
			"source": "SoM",
			"page": 101,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 4,
			"traits": [
				"electricity",
				"evocation",
				"metal"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "1 creature that is either taller than you or higher in the air than you",
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@damage 3d12} electricity damage with a basic Reflex save. For the rest of the spell's duration, your first {@action Strike} each round with the weapon you held aloft (or with your unarmed attacks if you held an empty hand aloft) deals an additional {@damage 1d12} electricity damage.",
				"The spell creates its own storm cloud if necessary, so you can cast {@spell draw the lightning|SoM} anywhere, even underground.",
				"If draw the lightning is cast outside under a cloudy or stormy sky, increase the bolt's damage by {@dice 2d12}."
			],
			"heightened": {
				"X": {
					"8": [
						"The damage dealt to the initial target increases by {@dice 4d12}, and the additional damage dealt on the first {@action Strike} each turn increases by {@dice 1d12}."
					]
				}
			}
		},
		{
			"name": "Echoing Weapon",
			"source": "SoM",
			"page": 101,
			"level": 1,
			"traits": [
				"evocation",
				"sonic"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 weapon",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Strike||Strikes} with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four {@action Strike||Strikes})."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The sonic damage increases by 1 per {@action Strike} (and the maximum damage increases by 4)."
					]
				}
			}
		},
		{
			"name": "Efficient Apport",
			"source": "SoM",
			"page": 241,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"conjuration",
				"teleportation",
				"wizard"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 unattended object of light Bulk or less",
			"entries": [
				"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."
			],
			"heightened": {
				"X": {
					"3": [
						"You can target an unattended object with a Bulk of 1 or less"
					],
					"5": [
						"The range increases to 120 feet, and you can target an unattended object with a Bulk of 1 or less."
					],
					"7": [
						"The range increases to 120 feet, and you can target an unattended object with a Bulk of 2 or less."
					]
				}
			}
		},
		{
			"name": "Eidolon's Wrath",
			"source": "SoM",
			"page": 144,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"eidolon",
				"evocation",
				"summoner"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "20-foot radius emanation around your eidolon"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"Your eidolon releases a powerful energy attack that deals {@dice 5d6} damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Element Embodied",
			"source": "SoM",
			"page": 101,
			"level": 10,
			"traits": [
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait Gargantuan}, and you must have enough space to expand into or the spell is lost. While in this form, you gain the {@trait elemental} trait and the trait for the element you choose.",
				"You can {@action Dismiss} the spell.",
				"You gain the following statistics and abilities regardless of which battle form you choose:",
				{
					"type": "list",
					"items": [
						"AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.",
						"30 temporary Hit Points.",
						"{@ability Darkvision}.",
						"One or more attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. 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 {@condition enfeebled} and {@condition clumsy} conditions, for example). If your unarmed attack modifier is higher, you can use it instead.",
						"{@skill Acrobatics} modifier of +36 for air or fire elemental or {@skill Athletics} modifier of +36 for earth or water elemental, unless your own modifier is higher."
					]
				},
				"You also gain specific abilities based on the type of elemental you choose:",
				{
					"type": "list",
					"items": [
						"{@bold Air Elemental} fly Speed 80 feet; {@b High Winds} (air, aura) 30 feet. Air within the emanation is {@quickref difficult terrain||3|terrain} for flying creatures that don't have the {@trait air} trait; {@b Swiftness} Your movement doesn't trigger reactions; {@b Melee} {@as 1} gust ({@trait reach <25 feet>}), {@b Damage} {@damage 3d12+11} bludgeoning plus Push 10 feet; {@b Ranged} {@as 1} lightning lash ({@trait range increment <80 feet>}), {@b Damage} {@damage 3d12+4} electricity.",
						"{@bold Earth Elemental} 30 feet, burrow 20 feet; resistance 5 to physical; {@b Spike Stones} (aura, earth) 30 feet. The area is {@quickref difficult terrain||3|terrain} and hazardous terrain. A creature without the {@trait earth} trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; {@b Rocky Toughness} You gain 40 temporary Hit Points when you choose this form instead of 30; {@b Melee} {@as 1} fist ({@trait reach <25 feet>}), {@b Damage} {@damage 3d12+15} bludgeoning; {@b Ranged} {@as 1} rock ({@trait range increment <40 feet>}), {@b Damage} {@damage 4d8+6} bludgeoning.",
						"{@bold Fire Elemental} 50 feet; immunity to fire; weakness to cold 10; {@b Intense Heat} (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes {@damage 5d6} fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; {@b Melee} {@as 1} tendril ({@trait reach <25 feet>}), {@b Damage} {@damage 3d10+12} fire plus {@damage 2d6} {@condition persistent damage||persistent fire}; {@b Ranged} {@as 1} fire mote ({@trait range increment <60 feet>}), {@b Damage} {@damage 4d8+6} bludgeoning.",
						"{@bold Water Elemental} 40 feet, swim 80 feet; resistance 10 to fire; {@b Vortex} (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is {@quickref difficult terrain||3|terrain} for Swimming creatures that don't have the {@trait water} trait; {@b Melee} {@as 1} wave ({@trait reach <25 feet>}), {@b Damage} {@damage 3d12+18} bludgeoning plus {@ability Push} or Pull 10 feet; {@b Ranged} {@as 1} water spout ({@trait range increment <60 feet>}), {@b Damage} {@damage 4d8+6} bludgeoning."
					]
				}
			],
			"miscTags": [
				"BF"
			]
		},
		{
			"name": "Elemental Absorption",
			"source": "SoM",
			"page": 102,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 3,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, metal, water or wood. You gain resistance 5 to damage dealt by effects with the chosen {@trait elemental} trait; if you choose water, you also gain resistance to cold damage. If you choose metal, you gain resistance to {@trait electricty} and slashing damage, if you choose wood, you gain resistance to bludgeoning or {@trait vitality} damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell.",
				"As a 2-action activity, which has the {@trait concentrate} trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost."
			],
			"heightened": {
				"plusX": {
					"3": [
						"The resistance increases by 5 and the maximum damage increases by 30."
					]
				}
			}
		},
		{
			"name": "Elemental Annihilation Wave",
			"source": "SoM",
			"page": 102,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 3,
			"traits": [
				"air",
				"earth",
				"evocation",
				"fire",
				"metal",
				"water",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"unit": "varies",
				"entry": "{@as 2} to 2 rounds"
			},
			"components": [
				[
					"S",
					"V"
				],
				[
					"S",
					"M",
					"V"
				]
			],
			"area": {
				"types": [
					"Cone"
				],
				"entry": "30-foot cone"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"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 {@damage 1d6} fire damage and {@damage 3d6} bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters.",
				"{@b {@as 2} (somatic, verbal)} The spell is a 30-foot cone.",
				"{@b {@as 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 {@condition prone}.",
				"{@b Two Rounds} If you spend 3 actions {@action Cast a Spell||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 {@spell gust of wind}."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 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."
					]
				}
			}
		},
		{
			"name": "Elemental Confluence",
			"source": "SoM",
			"page": 102,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 6,
			"traits": [
				"air",
				"conjuration",
				"earth",
				"fire",
				"metal",
				"water",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "10-foot burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"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 {@condition concealed}, and all creatures outside the confluence are {@condition concealed} to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act.",
				{
					"type": "list",
					"items": [
						"{@bold Air} ({@trait air}, {@trait electricity}) The elemental looses a bolt of electricity from the confluence, dealing {@damage 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.",
						"{@bold Earth} ({@trait earth}) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round.",
						"{@bold Fire} ({@trait fire}) Flames roar through the confluence, dealing {@damage 1d6} {@condition persistent damage||persistent fire damage} to those partially or entirely inside the confluence.",
						"{@bold Metal} ({@trait metal}) The elemental flings shards of metal through the confluence, dealing {@damage 2d6} slashing damage to those partially or entirely inside the confluence with a basic Reflex save. A creature that critically fails also takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}.",
						"{@bold Water} ({@trait attack}, {@trait 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 {@damage 4d6} bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty.",
						"{@bold Wood} ({@trait wood}) Roots and stumps grow, making ground in the area diffcult terrain."
					]
				}
			]
		},
		{
			"name": "Elemental Gift",
			"source": "SoM",
			"page": 103,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 4,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Cast a Spell||Cast the Spell}.",
				"The target gains the benefit of that element as described below, and this spell gains that trait's element.",
				{
					"type": "list",
					"items": [
						"{@bold 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.",
						"{@bold Earth} While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would {@action Shove} or {@action Trip} it, and to saves against effects that would attempt to knock it {@condition prone}. In addition, the ground adjacent to the target is {@quickref difficult terrain||3|terrain}, and the {@quickref difficult terrain||3|terrain} moves with the target, though the target ignores this {@quickref difficult terrain||3|terrain} with its own movement.",
						"{@bold Fire} The target's melee unarmed {@action Strike||Strikes} and melee weapon {@action Strike||Strikes} deal {@damage 1d6} {@condition persistent damage||persistent fire damage} on a hit.",
						"{@bold Metal} The target's Strikes using a metal weapon or an {@trait unarmed} attack deal an additional {@damage 1d4} {@trait 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.",
						"{@bold Water} The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.",
						"{@bold 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."
					]
				}
			],
			"heightened": {
				"X": {
					"8": [
						"You can target up to 5 willing creatures."
					]
				}
			}
		},
		{
			"name": "Elemental Zone",
			"source": "SoM",
			"page": 104,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 2,
			"traits": [
				"evocation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "20-foot radius burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Select an elemental trait: {@trait air}, {@trait earth}, {@trait fire}, {@trait metal}, {@trait water} or {@trait wood}. 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 {@trait air}, bludgeoning for {@trait earth}, fire for {@trait fire}, electricty or slashing for {@trait metal},  bludgeoning or cold for {@trait water} and bludgeoning or vitality for {@trait wood}. The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell).",
				"The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The status bonus increases by 1."
					]
				}
			}
		},
		{
			"name": "Envenom Companion",
			"source": "SoM",
			"page": 104,
			"level": 3,
			"traits": [
				"necromancy",
				"poison"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "your companion or eidolon",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Strike} that deals piercing or slashing damage, that {@action Strike} deals an additional {@damage 1d8} poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also {@condition clumsy 1} for 1 round.",
				"This spell can't target familiars."
			],
			"heightened": {
				"plusX": {
					"3": [
						"The poison damage increases by {@damage 1d8} and the {@condition clumsy} value imposed on a failed save increases by 1."
					]
				}
			}
		},
		{
			"name": "Evolution Surge",
			"source": "SoM",
			"page": 144,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"morph",
				"summoner",
				"transmutation"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"targets": "your eidolon",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:",
				{
					"type": "list",
					"items": [
						"Your eidolon gains {@ability low-light vision} and {@ability darkvision}.",
						"Your eidolon gains {@ability scent} as an imprecise sense up to 30 feet.",
						"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 {@trait amphibious} trait.",
						"Your eidolon gains a +20-foot status bonus to its Speed."
					]
				}
			],
			"heightened": {
				"X": {
					"3": [
						"Add the following options to the list of effects you can choose:",
						{
							"type": "list",
							"items": [
								"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.",
								"Your eidolon gains a climb Speed equal to its land Speed."
							]
						}
					],
					"5": [
						"Add the options from the 3rd-level version and the following options to the list of effects you can choose:",
						{
							"type": "list",
							"items": [
								"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.",
								"Your eidolon gains a fly Speed equal to its Speed."
							]
						}
					]
				}
			}
		},
		{
			"name": "Extend Boost",
			"source": "SoM",
			"page": 145,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"divination",
				"metamagic",
				"summoner"
			],
			"cast": {
				"number": 1,
				"unit": "free"
			},
			"components": [
				[
					"V"
				]
			],
			"entries": [
				"You focus on the intricacies of the magic binding you to your eidolon to extend the duration of your {@spell boost eidolon|SoM} or {@spell reinforce eidolon|SoM} spell. If your next action is to cast {@spell boost eidolon|SoM} or reinforce eidolon, attempt a skill check with the skill associated with the tradition of magic you gain from your eidolon (such as {@skill 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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The spell lasts 4 rounds.",
						"Success": "The spell lasts 3 rounds.",
						"Failure": "The spell lasts 1 round, but you don't spend the Focus Point for casting this spell."
					}
				}
			]
		},
		{
			"name": "Extract Poison",
			"source": "SoM",
			"page": 104,
			"level": 2,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 poison on or in an object",
			"entries": [
				"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 {@damage 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."
			]
		},
		{
			"name": "Fated Confrontation",
			"source": "SoM",
			"page": 105,
			"level": 10,
			"traits": [
				"divination"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "1 willing ally and 1 enemy",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy.",
				"When you {@action Cast a Spell||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 {@trait teleportation} effect.",
				"You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own {@spell heal} spell, but it would be entirely immune to a spell or {@action 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 {@spell fated confrontation|SoM} (such as a spell with a duration or {@condition persistent damage} the creature had before it was affected by fated confrontation)",
				"For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a {@trait 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 {@trait misfortune} effect)",
				"This spell ends if either target becomes unable to act, or if they both agree to cease hostilities."
			]
		},
		{
			"name": "Feral Shades",
			"source": "SoM",
			"page": 105,
			"level": 2,
			"traits": [
				"necromancy"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Cone"
				],
				"entry": "30-foot cone"
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"entries": [
				"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 {@damage 2d4} slashing damage and {@damage 2d4} negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: {@condition prone} creatures or those taking {@condition persistent damage||persistent bleed damage} take a \u20132 status penalty to the save."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The slashing damage and the negative damage each increase by {@dice 1d4}."
					]
				}
			}
		},
		{
			"name": "Fey Form",
			"source": "SoM",
			"page": 105,
			"level": 4,
			"traits": [
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait fey} trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can {@action Dismiss} the spell.",
				"You gain the following statistics and abilities regardless of the form that you choose:",
				{
					"type": "list",
					"items": [
						"AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.",
						"15 temporary Hit Points and weakness 5 to cold iron.",
						"Low-light vision.",
						"One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. 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.",
						"{@skill Acrobatics} modifiers of +16, unless your own modifier is higher."
					]
				},
				"You also gain specific abilities based on the type of fey:",
				{
					"type": "list",
					"items": [
						"{@bold Dryad The temporary} HP gained increases to 30; Speed 25 feet; weakness 5 to fire; {@b Melee} {@as 1} branch, {@b Damage} {@damage 1d12+8} bludgeoning.",
						"{@bold Elananx} Speed 30 feet; resistance 5 to fire; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 1d6+8} piercing plus {@damage 1d6} fire; {@b Melee} {@as 1} claw ({@trait agile}), {@b Damage} {@damage 1d6} slashing.",
						"{@bold Naiad} Speed 25 feet, swim 25 feet; resistance 5 to fire; {@b Melee} {@as 1} aqueous fist ({@trait water}), {@b Damage} {@damage 1d8+8} bludgeoning.",
						"{@bold Redcap} Speed 40 feet; Size Small; {@b Melee} {@as 1} scythe ({@trait deadly <d10>}, {@trait trip}), {@b Damage} {@damage 1d10+8} slashing; {@b Melee} {@as 1} boot ({@trait agile}, {@trait versatile <B>}), {@b Damage} {@damage 1d6} piercing.",
						"Unicorn gain the {@trait beast} trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; {@b Melee} {@as 1} horn, {@b Damage} {@damage 1d10+8} piercing plus 1 good; {@b Melee} {@as 1} hoof ({@trait agile}), {@b Damage} {@damage 1d8} bludgeoning; all {@action Strike||Strikes} have the effects of a {@item ghost touch} property rune."
					]
				}
			],
			"miscTags": [
				"BF"
			]
		},
		{
			"name": "Flame Vortex",
			"source": "SoM",
			"page": 106,
			"level": 6,
			"traits": [
				"air",
				"evocation",
				"fire"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Cylinder"
				],
				"entry": "5-foot radius, 40-foot tall cylinder"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You combine a blazing inferno and air currents into a fiery vortex. You can {@action Cast a Spell||Cast this Spell} only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex are {@quickref difficult terrain||3|terrain} for flying creatures.",
				"All creatures in the area take {@damage 3d4} bludgeoning damage and {@damage 3d6} fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you {@action Sustain a Spell||Sustain the Spell}, you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The vortex deals an additional {@damage 1d4} bludgeoning damage and {@damage 1d6} fire damage."
					]
				}
			}
		},
		{
			"name": "Flame Wisp",
			"source": "SoM",
			"page": 106,
			"level": 2,
			"traits": [
				"evocation",
				"fire"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Three faintly glowing wisps of fire float around your head.",
				"Each time you hit a creature with a {@action Strike}, one of the wisps goes hurtling towards that creature, dealing {@damage 1d4} fire damage. If you {@action Cast a Spell} with the {@trait fire} trait while you have fewer than three wisps, a new wisp appears."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 1d4}."
					]
				}
			}
		},
		{
			"name": "Flammable Fumes",
			"source": "SoM",
			"page": 106,
			"level": 5,
			"traits": [
				"conjuration",
				"poison"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "20-foot burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes.",
				"The gases are {@condition invisible}, requiring a successful {@skill 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 {@damage 2d6} poison damage. A creature can take the poison damage from flammable fumes only once per round.",
				"One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a {@trait fire} effect, the cloud detonates in a massive blaze that deals {@damage 10d6} fire damage to all creatures within it, and the spell ends."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The poison damage increases by {@damage 1d6} and the fire damage on an explosion increases by {@dice 2d6}."
					]
				}
			}
		},
		{
			"name": "Flowing Strike",
			"source": "SoM",
			"page": 106,
			"level": 5,
			"traits": [
				"evocation",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"entries": [
				"A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace.",
				"You {@action Stride} up to 50 feet. This movement doesn't trigger reactions. You can make a {@action Strike} at any point during your {@action Stride}. If your {@action Strike} hits, the wave flows after you to batter the target of your {@action Strike} as well, dealing {@damage 2d10} bludgeoning damage and pushing it 10 feet in a direction of your choice."
			]
		},
		{
			"name": "Force Fang",
			"source": "SoM",
			"page": 143,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"evocation",
				"force",
				"magus"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"entry": "varies",
				"unit": "unknown"
			},
			"targets": "1 creature",
			"entries": [
				"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 {@action Spellstrike|SoM} with a ranged weapon (with the {@class Magus|SoM|starlit span|Starlit Span|SoM} 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 {@damage 1d4+1} force damage to the target."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 1d4+1}."
					]
				}
			}
		},
		{
			"name": "Forceful Hand",
			"source": "SoM",
			"page": 106,
			"level": 5,
			"traits": [
				"evocation",
				"force"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"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 {@action Sustain a Spell||Sustain the Spell}, the hand moves to an unoccupied space of your choice adjacent to you. When you {@action Sustain a Spell||Sustain the Spell}, you can have the hand {@action 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.",
				"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 {@spell disintegrate} spell or similar effect destroys the hand.",
				"The hand's actions and the {@quickref cover||3|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 {@action Step}, {@action Stride}, and {@action Sustain a Spell||Sustain the Spell}, you use the entry for move actions, so the hand provides standard cover.",
				{
					"type": "list",
					"items": [
						"{@bold {@trait Manipulate} or {@trait 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.",
						"{@bold {@trait Move}} The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and {@skill Stealth} checks) against all attacks that pass through the hand's square.",
						"{@bold {@trait Concentrate}} The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and {@skill Stealth} checks) against all attacks that pass through the hand's square."
					]
				}
			],
			"heightened": {
				"X": {
					"6": [
						"The hand has AC 27 and 60 Hit Points. When you {@action Cast a Spell||Cast this Spell}, you can choose to replace the hand's Manipulate or Attack option with Swat.",
						{
							"type": "list",
							"items": [
								"{@bold Swat} The hand {@action Fly||Flies} to an enemy of your choice within range and attempts to {@action Shove||Push} that enemy, using your spell attack roll instead of an {@skill Athletics} check to determine the results of the {@action Shove||Push}."
							]
						}
					],
					"7": [
						"The hand has AC 30 and 70 Hit Points, and it is Large. When you {@action Cast a Spell||Cast this Spell}, you can choose to replace the hand's Manipulate or Attack option with Grasp or Swat.",
						{
							"type": "list",
							"items": [
								"{@b Grasp} The hand {@action Fly||Flies} to an enemy of your choice within range and attempts to {@action Grapple} that enemy, using your spell attack roll instead of an {@skill Athletics} check to determine the results of the {@action Grapple}."
							]
						}
					],
					"8": [
						"The hand has AC 32 and 80 Hit Points, and it is Large. When you {@action Cast a Spell||Cast this Spell}, you can choose to replace the hand's Manipulate or Attack option with Grasp, Punch, or Swat.",
						{
							"type": "list",
							"items": [
								"{@b Punch} The hand {@action Fly||Flies} to an enemy of your choice within range and attempts to {@action Strike} that enemy with crushing force. The hand's {@action Strike||Strikes} use your melee spell attack modifiers and deal {@damage 7d8} force damage. The hand's {@action Strike||Strikes} don't use or contribute to your multiple attack penalty."
							]
						}
					],
					"9": [
						"The hand has AC 35 and 90 Hit Points, and it is Large. When you {@action Cast a Spell||Cast this Spell}, you can choose to replace the hand's Manipulate or Attack option with Crush, Grasp, Punch, or Swat.",
						{
							"type": "list",
							"items": [
								"{@b Crush} If the hand doesn't have a target {@condition grabbed}, it {@action Fly||Flies} to an enemy of your choice within range and attempts to {@action Strike} that enemy with deadly crushing force. The hand's {@action Strike||Strikes} are melee spell attacks that deal {@damage 6d8} force damage. The hand's {@action Strike||Strikes} don't take or contribute to your multiple attack penalty. On a successful {@action Strike}, the target is {@condition grabbed} by the hand until the end of your next turn, unless the hand moves or the target successfully {@action Escape||Escapes} against your spell DC. However, if the hand has a target {@condition grabbed} when it uses Crush, it instead {@ability Constricts} the target, dealing {@damage 6d8} force damage with a basic Fortitude save."
							]
						}
					]
				}
			}
		},
		{
			"name": "Frigid Flurry",
			"source": "SoM",
			"page": 108,
			"level": 7,
			"traits": [
				"cold",
				"evocation",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Line"
				],
				"entry": "line up to 120 feet"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"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 {@damage 9d6} cold damage and {@damage 9d6} slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The cold and slashing damage each increase by {@dice 1d6}."
					]
				}
			}
		},
		{
			"name": "Gale Blast",
			"source": "SoM",
			"page": 108,
			"level": 1,
			"traits": [
				"air",
				"cantrip",
				"evocation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes bludgeoning damage equal to your spellcasting ability modifier, with a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage.",
						"Failure": "The creature takes full damage and is pushed 5 feet away from you.",
						"Critical Failure": "The creature takes double damage and is pushed 10 feet away from you."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Geyser",
			"source": "SoM",
			"page": 108,
			"level": 5,
			"traits": [
				"evocation",
				"fire",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 500,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Cylinder"
				],
				"entry": "10-foot radius, 50-foot-tall cylinder"
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"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 {@damage 3d6} bludgeoning damage and {@damage 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 {@condition concealed}, and all creatures outside the steam are {@condition concealed} to creatures within it.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage and isn't pushed into the air.",
						"Failure": "The creature takes full damage and is pushed 20 feet into the air.",
						"Critical Failure": "The creature takes double damage and is pushed 40 feet into the air."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6} bludgeoning and {@damage 1d6} fire."
					]
				}
			}
		},
		{
			"name": "Glimmer of Charm",
			"source": "SoM",
			"page": 108,
			"level": 5,
			"traits": [
				"aura",
				"emotion",
				"enchantment",
				"incapacitation",
				"mental"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "20-foot emanation centered on you"
			},
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected and is aware of the aura.",
						"Success": "The creature's attitude toward you improves by one step. If that improves its attitude to at least {@condition indifferent}, it can't take {@condition hostile} actions against you, though the effect ends as soon as you take a {@condition hostile} action against the creature or its allies.",
						"Failure": "The creature's attitude toward you improves by two steps. It can't take {@condition hostile} actions against you, though the effect ends as soon as you take a {@condition hostile} action against the creature or its allies.",
						"Critical Failure": "The creature's attitude becomes {@condition helpful} to you, though the effect ends as soon as you take a {@condition hostile} action against the creature or its allies. While the creature is {@condition helpful}, it can't take {@condition hostile} actions against you."
					}
				}
			]
		},
		{
			"name": "Gouging Claw",
			"source": "SoM",
			"page": 109,
			"level": 1,
			"traits": [
				"attack",
				"cantrip",
				"morph",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 creature",
			"entries": [
				"You temporarily morph your limb into a clawed appendage.",
				"Make a melee spell attack roll against your target's AC.",
				"If you hit, you deal your choice of slashing or piercing damage equal to {@dice 1d6} plus your spellcasting ability modifier.",
				"On a critical success, you deal double damage plus {@damage 1d4} {@condition persistent damage||persistent bleed damage}."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6} and the {@condition persistent damage||persistent bleed damage} on a critical increases by {@dice 1d4}."
					]
				}
			}
		},
		{
			"name": "Gravitational Pull",
			"source": "SoM",
			"page": 109,
			"level": 1,
			"traits": [
				"evocation"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 1} to {@as 3}"
			},
			"components": [
				[
					"S"
				],
				[
					"S",
					"V"
				],
				[
					"S",
					"M",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"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 {@condition prone}. The effects of this spell change depending on the number of actions you spend when you {@action Cast a Spell||Cast this Spell}.",
				"{@b {@as 1} (somatic)} The spell targets one creature.",
				"{@b {@as 2} (somatic, verbal)} The spell targets one creature and pulls the target 20 feet instead of 10.",
				"{@b {@as 3} (material, somatic, verbal)} The spell targets up to 5 creatures."
			]
		},
		{
			"name": "Guiding Star",
			"source": "SoM",
			"page": 109,
			"level": 2,
			"traits": [
				"detection",
				"divination",
				"mental"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "planetary"
			},
			"targets": "1 creature you've met",
			"duration": {
				"entry": "until your next daily preparations",
				"unit": "special"
			},
			"entries": [
				"You call on the constellations of the night sky to guide a creature to the location where you {@action Cast a Spell||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."
			]
		},
		{
			"name": "Hasted Assault",
			"source": "SoM",
			"page": 143,
			"focus": true,
			"level": 7,
			"traits": [
				"uncommon",
				"magus",
				"transmutation"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You call upon your magic to speed up your attacks. You gain the {@condition quickened} condition and can use the extra action each round for only {@action Strike} actions."
			]
		},
		{
			"name": "Haunting Hymn",
			"source": "SoM",
			"page": 109,
			"level": 1,
			"traits": [
				"auditory",
				"cantrip",
				"evocation",
				"sonic"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Cone"
				],
				"entry": "15-foot cone"
			},
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"You echo a jarring hymn that only creatures in the area can hear. The hymn deals sonic damage equal to your spellcasting ability modifier, with a basic Fortitude save. If a target critically fails the save, it's also {@condition deafened} for 1 minute."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Healing Plaster",
			"source": "SoM",
			"page": 109,
			"level": 1,
			"traits": [
				"cantrip",
				"earth",
				"transmutation"
			],
			"traditions": [
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 5,
				"unit": "feet"
			},
			"targets": "a handful of dirt or mud",
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"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 {@skill Medicine} checks to {@action Administer First Aid} or {@action Treat Wounds}. If the plaster isn't used within the spell's duration, or if you {@action Cast a Spell||Cast the Spell} again before using the plaster, it reverts to being normal non-magical earth."
			],
			"heightened": {
				"X": {
					"3": [
						"The plaster grants anyone using it to {@action Administer First Aid} or {@action Treat Wounds} a +1 item bonus to the {@skill Medicine} check."
					]
				}
			}
		},
		{
			"name": "Healing Well",
			"source": "SoM",
			"page": 110,
			"level": 5,
			"traits": [
				"healing",
				"necromancy",
				"positive"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Interact} to tap into the well's power, recovering {@dice 4d8} Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space.",
				"If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The healing increases by 3."
					]
				}
			}
		},
		{
			"name": "Horizon Thunder Sphere",
			"source": "SoM",
			"page": 110,
			"level": 1,
			"traits": [
				"attack",
				"evocation",
				"electricity"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"unit": "varies",
				"entry": "{@as 2} to 2 rounds"
			},
			"components": [
				[
					"S",
					"V"
				],
				[
					"S",
					"M",
					"V"
				]
			],
			"range": {
				"entry": "varies",
				"unit": "unknown"
			},
			"targets": "1 creature",
			"entries": [
				"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 {@damage 3d6} electricity damage. On a critical success, the target takes double damage and is {@condition dazzled} for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters.",
				"{@b {@as 2} (somatic, verbal)} This spell has a range of 30 feet.",
				"{@b {@as 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.",
				"{@b Two Rounds} If you spend 3 actions {@action Cast a Spell||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 {@damage 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 {@action Strike} or a non-reach melee weapon."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by {@dice 2d6}, and the damage creatures take if they {@action Grapple} or hit you while you're in your sparking state increases by 1."
					]
				}
			}
		},
		{
			"name": "Ignite Fireworks",
			"source": "SoM",
			"page": 110,
			"level": 2,
			"traits": [
				"evocation",
				"fire",
				"sonic"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "10-foot burst"
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"entries": [
				"A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing {@damage 1d8} fire damage and {@damage 1d8} sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage and is {@condition dazzled} for 1 round.",
						"Failure": "The creature takes full damage and is {@condition dazzled} for 3 rounds.",
						"Critical Failure": "The creature takes double damage, takes {@damage 1d4} {@condition persistent damage||persistent fire damage}, and is {@condition dazzled} for 1 minute."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The initial fire damage increases by {@damage 1d8}, the sonic damage increases by {@damage 1d8}, and the {@condition persistent damage||persistent fire damage} a creature takes on a critical failure increases by {@dice 1d4}."
					]
				}
			}
		},
		{
			"name": "Impending Doom",
			"source": "SoM",
			"page": 110,
			"level": 3,
			"traits": [
				"divination",
				"emotion",
				"fear",
				"incapacitation",
				"mental",
				"prediction"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 living creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 3,
				"unit": "round"
			},
			"entries": [
				"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 {@damage 6d6} mental damage.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature is unaffected for 1 round. On the second round, it becomes {@condition flat-footed}. Finally, on the third round, it becomes {@condition frightened 1}. At the end of the third round, it takes half damage.",
						"Failure": "The creature is immediately {@condition flat-footed}. On the second round, it becomes {@condition frightened 2}. Finally, on the third round, it also becomes {@condition stunned 1}. At the end of the third round, the creature takes full damage.",
						"Critical Failure": "The creature is immediately {@condition flat-footed} and {@condition frightened 3}. On the second round, it becomes {@condition stunned 1}. Finally, on the third round, it also becomes {@condition paralyzed}. At the end of the third round, the creature takes double damage."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Inevitable Disaster",
			"source": "SoM",
			"page": 111,
			"level": 5,
			"traits": [
				"curse",
				"divination",
				"prediction"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"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 {@dice 1d4} rounds later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by 10."
					]
				}
			}
		},
		{
			"name": "Inexhaustible Cynicism",
			"source": "SoM",
			"page": 111,
			"level": 7,
			"traits": [
				"emotion",
				"enchantment",
				"mental"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "up to 5 creatures",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"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 {@action Recall Knowledge}, as it becomes convinced it most likely remembered false information, as from a critical failure on a check to {@action Recall Knowledge}.",
				"Finally, the creature takes {@damage 6d6} mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn {@action Seek||Seeking} or otherwise {@action Interact||Interacting} with its surroundings in an attempt to {@quickref disbelieve the illusions|CRB|2|disbelieving illusions|0} that it feels are obviously surrounding it.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature is affected for 1 round.",
						"Failure": "The creature is affected for 1 minute.",
						"Critical Failure": "The creature is affected for 1 hour."
					}
				}
			]
		},
		{
			"name": "Infectious Enthusiasm",
			"source": "SoM",
			"page": 112,
			"level": 1,
			"traits": [
				"cantrip",
				"emotion",
				"enchantment",
				"mental"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"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 {@condition observed} you Casting this Spell and was within 30 feet when you did so can take a single action, which has the {@trait concentrate} trait, to gain the same bonus you chose until the start of its next turn.",
				"Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check {@condition observed} you casting the spell."
			]
		},
		{
			"name": "Infectious Melody",
			"source": "SoM",
			"page": 112,
			"level": 4,
			"traits": [
				"auditory",
				"enchantment",
				"mental"
			],
			"traditions": [
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "15-foot emanation"
			},
			"targets": "enemies in the area",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "For 1 round, the creature can communicate only by singing along to the melody. It can speak only on its turn, and it must take the {@action Perform} action when it does. The result of the {@skill 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 {@action 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 {@flatDC 5} flat check. In addition, the creature takes a \u20132 status penalty on linguistic {@skill 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 {@condition undetected}.",
						"Failure": "As success, but the duration is 3 rounds.",
						"Critical Failure": "As success, but the duration is 1 hour."
					}
				}
			]
		},
		{
			"name": "Inner Radiance Torrent",
			"source": "SoM",
			"page": 112,
			"level": 2,
			"traits": [
				"force",
				"light",
				"necromancy"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"unit": "varies",
				"entry": "{@as 2} to 2 rounds"
			},
			"components": [
				[
					"S",
					"V"
				],
				[
					"S",
					"M",
					"V"
				]
			],
			"area": {
				"types": [
					"Line"
				],
				"entry": "line 60 feet or longer"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal {@damage 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 {@condition 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.",
				"{@b {@as 2} (somatic, verbal)} The line is 60 feet long.",
				"{@b {@as 3} (material, somatic, verbal)} The line is 120 feet long.",
				"{@b 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 {@dice 4d4}, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The initial damage, as well as the additional damage for the 2-round casting time, each increase by {@dice 4d4}, and the damage to adjacent creatures dealt while in your shining state increases by 1."
					]
				}
			}
		},
		{
			"name": "Inscrutable Mask",
			"source": "SoM",
			"page": 227,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"illusion",
				"shadow"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to {@skill Deception} checks to {@action Lie} or {@action Feint}, {@skill Intimidation} checks to {@action Demoralize}, and {@skill Stealth} checks to {@action Hide} in areas of dim light or darkness."
			],
			"heightened": {
				"X": {
					"6": [
						"The status bonus increases to +2."
					],
					"9": [
						"The status bonus increases to +3. Shadow Companions Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. Shadowcasters, as well as others who might stumble across this knowledge, have access to the shadow hound animal companion and the shade specialization option."
					]
				}
			}
		},
		{
			"name": "Instant Armor",
			"source": "SoM",
			"page": 112,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 2,
			"traits": [
				"conjuration",
				"contingency",
				"extradimensional",
				"metal"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 10,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"duration": {
				"number": 24,
				"unit": "hour"
			},
			"entries": [
				"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.",
				{
					"type": "ability",
					"name": "Armor Up!",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"traits": [
						"manipulate"
					],
					"entries": [
						"You snap your fingers. The armor returns to your body."
					]
				}
			]
		},
		{
			"name": "Invisibility Curtain",
			"source": "SoM",
			"page": 112,
			"level": 4,
			"traits": [
				"illusion"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"duration": {
				"unit": "unlimited",
				"sustained": true
			},
			"entries": [
				"You create a transparent {@condition invisible} wall that makes any creatures on one side of the wall {@condition 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 {@condition invisible} as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered {@condition invisible} by the wall takes a {@condition hostile} action, the spell ends after the {@condition hostile} action is completed."
			],
			"heightened": {
				"X": {
					"7": [
						"The spell doesn't end if an {@condition invisible} creature takes a {@condition hostile} action."
					]
				}
			}
		},
		{
			"name": "Invoke Spirits",
			"source": "SoM",
			"page": 113,
			"level": 5,
			"traits": [
				"emotion",
				"fear",
				"mental",
				"necromancy"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "10-foot burst"
			},
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Ragged apparitions of the dead rise to stalk the living.",
				"They deal {@damage 2d4} mental damage and {@damage 2d4} negative damage to each living creature in the area, with a basic Will save.",
				"Additionally, creatures that critically fail the save are {@condition frightened 2} and are {@condition fleeing} for 1 round.",
				"On subsequent rounds, the first time you {@action Sustain a Spell||Sustain the Spell} each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn't make them flee."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The mental damage and negative damage each increase by {@dice 1d4}."
					]
				}
			}
		},
		{
			"name": "Invoke True Name",
			"source": "SoM",
			"page": 247,
			"level": 1,
			"traits": [
				"rare",
				"cantrip",
				"enchantment",
				"true name"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature whose true name you know",
			"entries": [
				"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 {@condition flat-footed} against your spells and takes a \u20132 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."
			]
		},
		{
			"name": "Juvenile Companion",
			"source": "SoM",
			"page": 113,
			"level": 1,
			"traits": [
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "your companion",
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You transform your companion into its juvenile form, such as a cub, foal, kitten, puppy, or piglet, making the target appear harmless. It becomes Tiny (if it was larger), and its reach is reduced to 0 feet. All of its Speeds are halved (to a minimum Speed of 5 feet), and it gains weakness 5 to physical damage. In all other ways, its abilities and statistics are unchanged.",
				"If your companion uses a {@condition hostile} action, juvenile companion ends. This spell has no effect on a companion that doesn't have a juvenile form."
			],
			"heightened": {
				"X": {
					"2": [
						"The duration increases to 1 hour."
					]
				}
			}
		},
		{
			"name": "Life Connection",
			"source": "SoM",
			"page": 113,
			"level": 3,
			"traits": [
				"contingency",
				"necromancy"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"cast": {
				"number": 10,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 living creature",
			"duration": {
				"number": 24,
				"unit": "hour"
			},
			"entries": [
				"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.",
				{
					"type": "ability",
					"name": "Defend Life",
					"activity": {
						"unit": "reaction",
						"number": 1
					},
					"traits": [
						"concentrate"
					],
					"trigger": "The target takes damage",
					"requirements": "You're within 1 mile of the target",
					"entries": [
						"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 {@action Strike}."
					]
				}
			]
		},
		{
			"name": "Lifelink Surge",
			"source": "SoM",
			"page": 145,
			"focus": true,
			"level": 2,
			"traits": [
				"uncommon",
				"healing",
				"necromancy",
				"positive",
				"summoner"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"duration": {
				"number": 4,
				"unit": "round"
			},
			"entries": [
				"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."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The fast healing increases by 2."
					]
				}
			}
		},
		{
			"name": "Lose the Path",
			"source": "SoM",
			"page": 113,
			"level": 1,
			"traits": [
				"illusion",
				"mental",
				"visual"
			],
			"traditions": [
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S"
				]
			],
			"trigger": "A creature in range {@action Stride||Strides}.",
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "the triggering creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"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.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The creature is unaffected.",
						"Failure": "The creature treats all squares as {@quickref difficult terrain||3|terrain} for its {@action Stride}.",
						"Critical Failure": "As failure, except that you determine where the target moves during the {@action Stride}, though you can't move it into hazardous terrain or to a place it can't stand."
					}
				}
			]
		},
		{
			"name": "Lucky Number",
			"source": "SoM",
			"page": 113,
			"level": 2,
			"traits": [
				"contingency",
				"divination"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 10,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"duration": {
				"entry": "until the next time you make your daily preparations",
				"unit": "special"
			},
			"entries": [
				"When you {@action Cast a Spell||Cast this Spell}, roll {@dice 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 {@i lucky number} until the next time you make your daily preparations.",
				{
					"type": "ability",
					"name": "That's My Number!",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"traits": [
						"divination",
						"fortune"
					],
					"trigger": "You roll your lucky number as your {@dice d20} result on a non-{@trait secret} attack roll, saving throw, or skill check",
					"entries": [
						"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."
					]
				}
			]
		},
		{
			"name": "Magic Mailbox",
			"source": "SoM",
			"page": 114,
			"level": 4,
			"traits": [
				"uncommon",
				"conjuration",
				"teleportation"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "hour"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "2 containers, each no larger than 5 feet in any dimension",
			"duration": {
				"entry": "until your next daily preparations",
				"unit": "special"
			},
			"entries": [
				"You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. If a container's contents total more than 3 Bulk, the transport fails.",
				"If either container is opened before the full 10 minutes have elapsed, the contents appear as they did when the containers were closed, and the process starts anew as soon as both containers have been closed. After the contents of the containers successfully swap, they can't swap again until after both containers have been opened at least once. Both containers must be located on the same plane for the process to function; if this ceases to be the case or if something else disrupts the effect during an active transposition, the process halts as if one of the containers had been opened."
			]
		},
		{
			"name": "Magnetic Acceleration",
			"source": "SoM",
			"page": 114,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 3,
			"traits": [
				"attack",
				"evocation",
				"metal"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "1 creature or object",
			"entries": [
				"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 {@damage 3d6} bludgeoning damage and {@damage 3d6} piercing damage, or double damage on a critical hit."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The bludgeoning and piercing damage each increase by {@dice 1d6}."
					]
				}
			}
		},
		{
			"name": "Magnetic Attraction",
			"source": "SoM",
			"page": 114,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 2,
			"traits": [
				"evocation",
				"metal"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "up to 10 metal objects with a total Bulk of 1 or less",
			"entries": [
				"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 {@action Disarm} the creature of the metal objects, making a spell attack roll instead of an {@skill Athletics} check to do so.",
				"Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an {@action Interact} action."
			]
		},
		{
			"name": "Magnetic Repulsion",
			"source": "SoM",
			"page": 115,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 2,
			"traits": [
				"abjuration",
				"metal"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a \u20131 status penalty, and the squares adjacent to you are {@quickref difficult terrain||3|terrain} for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is \u20132 and the squares adjacent to you are {@quickref greater difficult terrain||3|terrain}.",
				"While this spell is active, you require an additional {@action Interact} action before using a metal object (including to {@action Strike} with a metal weapon), and if you're wearing metal armor, you're {@condition slowed 1}."
			],
			"heightened": {
				"plusX": {
					"3": [
						"The status penalty to attack rolls increases by 1."
					]
				}
			}
		},
		{
			"name": "Mantle of the Frozen Heart",
			"source": "SoM",
			"page": 115,
			"level": 5,
			"traits": [
				"cold",
				"morph",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Cast a Spell||Casting this Spell}, pick two of the options below. As a single action, which has the {@trait concentrate} trait, you can change one of your chosen abilities to a different option from the list.",
				{
					"type": "list",
					"items": [
						"{@bold 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.",
						"{@bold 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 {@damage 2d6} cold damage.",
						"{@bold 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 {@action Balance} on ice, and you ignore {@quickref difficult terrain||3|terrain} caused by ice or snow. While moving along a smooth surface, you gain a +20-foot status bonus to your land Speed.",
						"{@bold 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 {@trait agile} and {@trait finesse} traits, in the brawling weapon group. Your claw attack deals {@damage 1d6} piercing damage as its base damage, plus an additional {@damage 2d6} cold damage."
					]
				}
			]
		},
		{
			"name": "Mantle of the Magma Heart",
			"source": "SoM",
			"page": 115,
			"level": 5,
			"traits": [
				"fire",
				"morph",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait concentrate} trait, you can change one of your chosen abilities to a different option from the list.",
				{
					"type": "list",
					"items": [
						"{@bold 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 {@condition 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.",
						"{@bold 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 {@damage 1d8} bludgeoning damage as their base damage, plus an additional {@damage 2d6} fire damage and {@damage 1d6} {@condition persistent damage||persistent fire damage}.",
						"{@bold 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 {@damage 2d6} fire damage.",
						"{@bold Warming Flames} Flames flicker around you, warming away the cold while protecting you from the heat. You gain resistance 5 to cold and fire."
					]
				}
			]
		},
		{
			"name": "Mimic Undead",
			"source": "SoM",
			"page": 115,
			"level": 2,
			"traits": [
				"necromancy"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"requirements": "You're a living creature.",
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You take death and wrap it about you like a cloak\u2014your 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 {@skill 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 {@action 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 {@action Impersonate} any other sort of undead. Mindless undead usually don't have a reason to even attempt the {@skill Perception} check to notice your Impersonation unless you interact with them in some way."
			]
		},
		{
			"name": "Mind of Menace",
			"source": "SoM",
			"page": 116,
			"level": 3,
			"traits": [
				"contingency",
				"emotion",
				"enchantment",
				"fear",
				"mental"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 10,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"duration": {
				"number": 24,
				"unit": "hour"
			},
			"entries": [
				"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.",
				{
					"type": "ability",
					"name": "Fight with Fear",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"traits": [
						"concentrate",
						"emotion",
						"enchantment",
						"fear",
						"mental"
					],
					"trigger": "A creature that you can see uses a {@trait mental} effect against you",
					"entries": [
						"The triggering creature must attempt a Will save, which has the following effects.",
						{
							"type": "successDegree",
							"entries": {
								"Success": "The creature is unaffected.",
								"Failure": "The creature is {@condition frightened 2}, and you gain a +2 status bonus to your saving throw or other defense against the triggering {@trait mental} effect.",
								"Critical Failure": "The creature is {@condition frightened 2}, and you're unaffected by the triggering {@trait mental} effect."
							}
						}
					]
				}
			]
		},
		{
			"name": "Mirror Malefactors",
			"source": "SoM",
			"page": 116,
			"level": 5,
			"traits": [
				"illusion",
				"mental",
				"visual"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"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 {@condition frightened 1}, and it can't reduce its {@condition frightened} value.",
				"When you {@action Cast a Spell||Cast the Spell}, the reflections leap from the mirrors and attack the target, dealing {@damage 7d8} mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you {@action Sustain a Spell||Sustain the Spell} that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage for both the initial effect and on subsequent turns increases by {@dice 1d8}."
					]
				}
			}
		},
		{
			"name": "Mirror's Misfortune",
			"source": "SoM",
			"page": 117,
			"level": 4,
			"traits": [
				"illusion"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action 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 {@action Seek} and succeeds at a {@skill Perception} check against the spell's DC.",
				"If a creature takes a {@condition 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 {@trait curse} and {@trait misfortune} effect. When the duplicate shatters, the spell ends.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The creature is unaffected.",
						"Failure": "Within the next hour, the creature must roll its next two attack rolls twice and take the lower result.",
						"Critical Failure": "Within the next hour, the creature must roll its next four attack rolls twice and take the lower result."
					}
				}
			]
		},
		{
			"name": "Mud Pit",
			"source": "SoM",
			"page": 117,
			"level": 1,
			"traits": [
				"conjuration",
				"earth",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "squares on the ground in a 15-foot burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Thick, clinging mud covers the ground, 1 foot deep. The mud is {@quickref difficult terrain||3|terrain}."
			]
		},
		{
			"name": "Murderous Vine",
			"source": "SoM",
			"page": 117,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 4,
			"traits": [
				"attack",
				"conjuration",
				"plant",
				"wood"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature adjacent to a flat surface",
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@condition grabbed} and takes {@damage 3d6} bludgeoning damage and {@damage 2d8} piercing damage. At the end of that creature's turn, if it's still {@condition grabbed} by the vine, it takes {@damage 2d6} bludgeoning damage.",
				"The vine's {@action Escape} DC is equal to your spell DC. A creature can attack the vine in an attempt to break its grip. The vine's AC is equal to your spell DC, and the vine is destroyed if it takes 20 or more damage. Destroying or escaping from the vines ends the spell.",
				"You can {@action Dismiss} the spell."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The initial bludgeoning damage increases by {@damage 1d6}, the initial piercing damage increases by {@damage 1d8}, and the damage a creature takes for ending its turn {@condition grabbed} by the vine increases by {@dice 1d6}."
					]
				}
			}
		},
		{
			"name": "Nature's Reprisal",
			"source": "SoM",
			"page": 117,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 6,
			"traits": [
				"plant",
				"poison",
				"transmutation",
				"wood"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "all squares on the ground that contain plants in an 80-foot burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@quickref difficult terrain||3|terrain}, and areas that were naturally {@quickref difficult terrain||3|terrain} due to plants become {@quickref greater difficult terrain||3|terrain} as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The poison damage of the hazardous terrain increases by 1."
					]
				}
			}
		},
		{
			"name": "Necromancer's Generosity",
			"source": "SoM",
			"page": 117,
			"level": 1,
			"traits": [
				"necromancy",
				"negative"
			],
			"traditions": [
				"arcane",
				"divine"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 undead minion you control",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains {@dice 1d8+4} Hit Points when you {@action Cast a Spell||Cast the Spell}, and it gains a +2 status bonus to saves against {@trait positive} effects for the duration."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The amount of healing increases by {@dice 1d8+4}."
					]
				}
			}
		},
		{
			"name": "Necrotize",
			"source": "SoM",
			"page": 118,
			"level": 6,
			"traits": [
				"necromancy",
				"negative"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 living creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"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 {@damage 12d6} negative damage and one of the following debilitations; roll {@dice 1d4} to randomly determine which. The effects depend on its Fortitude save.",
				{
					"type": "list",
					"style": "list-decimal",
					"items": [
						"{@b Bones} The target's bones necrotize and become spongy and weak, giving it weakness 3 to bludgeoning damage.",
						"{@b Joints} The target's joints necrotize, making its movements ungainly and {@condition clumsy}. It becomes {@condition clumsy 1}.",
						"{@b 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 \u201310-foot status penalty to its Speeds.",
						"{@b Muscles} The target's muscles necrotize, rotting away. The target becomes {@condition enfeebled 1}."
					]
				},
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half damage and the debilitation lasts until the end of your next turn.",
						"Failure": "The target takes full damage and the debilitation lasts for 1 minute.",
						"Critical Failure": "The target takes double damage, and you can pick a second debilitation to apply, in addition to the one you rolled randomly. Both debilitations last for 1 minute."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Nudge the Odds",
			"source": "SoM",
			"page": 118,
			"level": 1,
			"traits": [
				"uncommon",
				"divination"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"You bestow yourself supernaturally good luck at cards, dice, and other games of chance. You gain a +1 status bonus to {@skill Lore||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 {@action Earn Income} checks from gambling.",
				"When you're under the effect of nudge the odds, one facial feature, such as a lock of hair or the iris of an eye, transforms to a distinctive golden color; the GM chooses which feature when you cast the spell. This change resists all magical efforts to conceal it, though it can be {@condition hidden} or covered by mundane means. A creature noticing the feature can identify the spell using {@action Recall Knowledge}. Because it prevents losing big, gamblers consider nudge the odds a repugnant form of cheating.",
				"If you're caught using the spell, you are likely to suffer serious consequences, depending on the nature of the gamblers you cheated."
			],
			"heightened": {
				"X": {
					"5": [
						"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 {@action Earn Income}."
					]
				}
			}
		},
		{
			"name": "Nullify",
			"source": "SoM",
			"page": 118,
			"level": 10,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"trigger": "A foe within range casts a 9th-level or lower spell.",
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "the triggering spell",
			"entries": [
				"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 {@dice 1d8} Hit Points per level of the triggering spell."
			]
		},
		{
			"name": "Ocular Overload",
			"source": "SoM",
			"page": 118,
			"level": 4,
			"traits": [
				"contingency",
				"illusion",
				"incapacitation",
				"visual"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 10,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"duration": {
				"number": 24,
				"unit": "hour"
			},
			"entries": [
				"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.",
				{
					"name": "Overload Vision",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"traits": [
						"concentrate"
					],
					"trigger": "A creature within 60 feet would make an attack roll against you",
					"entries": [
						"The triggering creature must attempt a Fortitude save."
					],
					"type": "ability"
				},
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target is {@condition dazzled} until the end of the current turn.",
						"Failure": "The target is {@condition blinded} until the end of the current turn.",
						"Critical Failure": "The target is {@condition blinded} until the end of the current turn and {@condition dazzled} for 1 minute."
					}
				}
			]
		},
		{
			"name": "One with the Land",
			"source": "SoM",
			"page": 118,
			"level": 9,
			"traits": [
				"earth",
				"plant",
				"transmutation"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Hide} or {@action 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 {@action Dismiss} the spell.",
				"While merged, you gain the following additional benefits.",
				{
					"type": "list",
					"items": [
						"You immediately become aware of the surrounding terrain features, and you gain {@ability tremorsense} as an imprecise sense with a range of 200 feet.",
						"You can make terrain vengeance {@action Strike||Strikes} by commanding plants, rocks, and other natural features to attack your foes. These are melee {@action Strike||Strikes} that use your spell attack roll, can target any creature within 60 feet of you, and deal {@damage 5d12} bludgeoning, piercing, or slashing damage. You choose the damage type each time you make a terrain vengeance {@action Strike}.",
						"By spending a single action, which has the {@trait concentrate} trait, you can increase or decrease the environmental temperature changing it to either one step warmer than normal, one step colder than normal, or the normal temperature.",
						"As a 2-action activity that has the {@trait concentrate} trait, you can create or remove {@quickref difficult terrain||3|terrain} caused by natural terrain in a 20-foot burst within 200 feet"
					]
				},
				"All of your alterations to the land end when the spell ends.",
				"Significant physical damage to the natural feature while you are inside it expels you and deals {@dice 10d6} damage to you."
			]
		},
		{
			"name": "Oneiric Mire",
			"source": "SoM",
			"page": 119,
			"level": 3,
			"traits": [
				"illusion",
				"mental",
				"visual"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "20-foot burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is {@quickref difficult terrain||3|terrain}.",
				"Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a \u201310-foot circumstance penalty to its Speeds. On a critical failure, it's also {@condition immobilized}. In addition to the normal actions to {@action 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 {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and no longer needs to make Will saves to risk a Speed penalty or being {@condition immobilized}, though the area is still {@quickref difficult terrain||3|terrain}."
			]
		},
		{
			"name": "Ooze Form",
			"source": "SoM",
			"page": 119,
			"level": 3,
			"traits": [
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait ooze} trait. You can {@action Dismiss} the spell.",
				"You gain the following statistics and abilities regardless of which battle form you choose:",
				{
					"type": "list",
					"items": [
						"AC = 7 + your level. Ignore your armor's check penalty and Speed reduction.",
						"20 temporary Hit Points.",
						"You are immune to critical hits, precision damage, and {@trait visual} effects.",
						"Resistance 5 to acid, piercing, and slashing damage.",
						"No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense.",
						"One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. 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 {@condition enfeebled} condition, for example). If your unarmed attack modifier is higher, you can use it instead.",
						"{@skill Athletics} modifier of +14, unless your own is higher."
					]
				},
				"You also gain specific abilities based on the ooze:",
				{
					"type": "list",
					"items": [
						"{@bold Black Pudding} Speed 15 feet, climb 15 feet; {@b Melee} {@as 1} pseudopod, {@b Damage} {@damage 2d6+5} bludgeoning and {@damage 1d8} acid.",
						"{@bold Gelatinous Cube} Speed 15 feet; {@b Melee} {@as 1} cube face, {@b Damage} {@damage 1d6+5} acid; a creature hit by your cube face {@action Strike} must succeed at a Fortitude save against your spell DC or be {@condition stunned 1} (or {@condition paralyzed} for 1 round on a critical failure); this save has the {@trait incapacitation} trait.",
						"{@bold Gray Ooze} Speed 15 feet, climb 15 feet, swim 15 feet; {@b Melee} {@as 1} pseudopod, {@b Damage} {@damage 1d6+5} bludgeoning and {@damage 1d6} acid, and you can spend an action after a hit to Grab the target.",
						"{@bold Ochre Jelly} Speed 15 feet, climb 10 feet; resistance 5 to electricity; {@b Melee} {@as 1} pseudopod, {@b Damage} {@damage 1d8+5} bludgeoning and {@damage 1d8} acid, and you can spend an action after a hit to Grab the target."
					]
				}
			],
			"heightened": {
				"X": {
					"4": [
						"Your battle form is {@trait 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 {@skill Athletics} +16. Your motion sense has a range of 40 feet."
					],
					"5": [
						"Your battle form is {@trait 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 {@skill Athletics} +20. Your motion sense has a range of 60 feet."
					],
					"8": [
						"Your battle form is {@trait 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 {@skill Athletics} +29. Your motion sense has a range of 60 feet."
					]
				}
			},
			"miscTags": [
				"BF"
			]
		},
		{
			"name": "Organsight",
			"source": "SoM",
			"page": 120,
			"level": 3,
			"traits": [
				"divination",
				"revelation"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 living or undead creature that has organs",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on {@skill Medicine} checks against the target that depend on its organs, but a \u20132 circumstance penalty on {@skill Medicine} checks depending on seeing its skin.",
				"When you {@action Cast a Spell||Cast the Spell}, attempt a special {@action Recall Knowledge} check using {@skill Medicine} to spot and discern a vital organ. If you have a {@skill Lore} skill appropriate to the creature, you can use that skill instead of {@skill Medicine}. If you succeed, the next time you deal piercing or slashing damage to the target with a {@action Strike} or spell, you deal {@dice 4d6} additional precision damage. Once on each of your subsequent turns, you can use a single action to attempt the special {@action Recall Knowledge} check again. The extra damage isn't cumulative, so making the check more than once before a {@action Strike} or spell has no extra benefit."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The precision damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Painful Vibrations",
			"source": "SoM",
			"page": 120,
			"level": 4,
			"traits": [
				"evocation",
				"sonic"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"targets": "1 living creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully.",
				"The creature takes {@damage 8d6} sonic damage and must attempt a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half damage.",
						"Failure": "The target takes full damage, is {@condition sickened 1}, and is {@condition deafened} for 1 round.",
						"Critical Failure": "The target takes double damage, is {@condition sickened 2}, and is {@condition deafened} for 1 minute."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Pernicious Poltergeist",
			"source": "SoM",
			"page": 121,
			"level": 4,
			"traits": [
				"necromancy"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "10-foot burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"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 {@condition invisible} unless otherwise stated. When you {@action Cast a Spell||Cast the Spell}, and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects.",
				{
					"type": "list",
					"items": [
						"{@bold Deathly Assault} ({@trait negative}) The poltergeist focuses on one creature in the area and flies through that creature's space, dealing {@damage 4d10} negative damage (basic Fortitude save).",
						"{@bold Frighten} ({@trait emotion}, {@trait fear}, {@trait mental}) The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Creatures in the area must attempt a Will save, becoming {@condition frightened 2} on a failure.",
						"{@bold Telekinetic Storm} ({@trait force}) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take {@damage 4d8} force damage (basic Reflex save)."
					]
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage of the deathly assault effect increases by {@dice 1d10}, and the damage of the telekinetic storm effect increases by {@dice 1d8}."
					]
				}
			}
		},
		{
			"name": "Persistent Servant",
			"source": "SoM",
			"page": 121,
			"level": 2,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "60-foot burst"
			},
			"duration": {
				"entry": "until your next daily preparations",
				"unit": "special"
			},
			"entries": [
				"You call forth an unseen servant (Core Rulebook 380) and task it to perform a specific chore repeatedly. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration, though it can't ever leave the spell's area.",
				"The servant isn't a minion, and you don't need to {@action Sustain a Spell||Sustain the Spell} in order for it to continue to act. However, it acts on its own time, and thus can't accomplish anything useful during an encounter, even if an encounter happens within the spell's range.",
				"Tasks that rely on timing, discretion, or significant manual dexterity are {@condition 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."
			]
		},
		{
			"name": "Petal Storm",
			"source": "SoM",
			"page": 121,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 4,
			"traits": [
				"air",
				"conjuration",
				"plant",
				"wood"
			],
			"traditions": [
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "15-foot radius burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@damage 2d10} slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 1d10}."
					]
				}
			}
		},
		{
			"name": "Phantom Crowd",
			"source": "SoM",
			"page": 121,
			"level": 2,
			"traits": [
				"illusion",
				"visual"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Misc."
				],
				"entry": "a 10-foot square"
			},
			"duration": {
				"number": 10,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"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 {@action Seek} action to examine the crowd can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}. The crowd is {@quickref difficult terrain||3|terrain} for anyone who hasn't {@quickref disbelieved the illusion|CRB|2|disbelieving illusions|0}.",
				"When you spend 1 or more actions to cast a composition spell (Core Rulebook 386) or to perform an activity that includes a {@skill Performance} check, you can also Sustain this Spell as part of that action."
			],
			"heightened": {
				"plusX": {
					"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."
					]
				}
			}
		},
		{
			"name": "Phantom Prison",
			"source": "SoM",
			"page": 121,
			"level": 3,
			"traits": [
				"illusion",
				"incapacitation",
				"mental",
				"visual"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 50,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and the spell ends."
			],
			"heightened": {
				"X": {
					"8": [
						"You can target up to 5 creatures."
					]
				}
			}
		},
		{
			"name": "Pocket Library",
			"source": "SoM",
			"page": 122,
			"level": 1,
			"traits": [
				"divination",
				"extradimensional"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"duration": {
				"number": 24,
				"unit": "hour"
			},
			"entries": [
				"You collect information from the world's libraries about a particular subject and store it in an extradimensional library.",
				"When you {@action Cast a Spell||Cast this Spell}, choose any skill in which you are at least trained that has the {@action Recall Knowledge} action.",
				"During the duration of this spell, you can call forth a tome from the extradimensional library when attempting a {@action Recall Knowledge} check using your chosen skill. This is part of the action to {@action 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 {@action Recall Knowledge} check. If you roll a critical failure on this check, you get a failure instead. If the roll is successful and the subject is a creature, you gain additional information or context about the creature. Once you reference a book from your pocket library, the spell ends."
			],
			"heightened": {
				"X": {
					"3": [
						"The status bonus increases to +2 and you can reference your pocket library twice before the spell ends."
					],
					"6": [
						"The status bonus increases to +3 you can reference your pocket library three times before the spell ends."
					],
					"9": [
						"The status bonus increases to +4 and you can reference your pocket library four times before the spell ends."
					]
				}
			}
		},
		{
			"name": "Portrait of the Artist",
			"source": "SoM",
			"page": 122,
			"level": 5,
			"traits": [
				"illusion",
				"visual"
			],
			"traditions": [
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"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 {@skill Perception} or an appropriate {@skill Lore}, whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be.",
				"This spell can't grant you any benefits from special abilities that take such skill they require a {@skill Performance} check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to {@action 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 {@action Earn Income} check."
			]
		},
		{
			"name": "Positive Attunement",
			"source": "SoM",
			"page": 122,
			"level": 3,
			"traits": [
				"healing",
				"necromancy",
				"positive"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 living or undead creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"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 {@dice 1d8} Hit Points immediately and at the end of each of your turns. Effects that increase healing only increase the initial healing.",
				"If the creature is undead or has negative healing, it instead takes {@damage 1d8} positive damage, depending on the result of its Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature is damaged once and the spell ends.",
						"Failure": "The creature is damaged immediately and at the end of each of your turns (so twice in the round you {@action Cast a Spell||Cast the Spell}).",
						"Critical Failure": "As failure, and the damage is doubled."
					}
				}
			],
			"heightened": {
				"plusX": {
					"3": [
						"The damage and healing each increase by {@dice 1d8}."
					]
				}
			}
		},
		{
			"name": "Powerful Inhalation",
			"source": "SoM",
			"page": 201,
			"otherSources": {
				"Expanded": [
					"RoE|61"
				]
			},
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"air",
				"evocation"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "10-foot emanation"
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"entries": [
				"You rapidly draw the air from your surroundings, hoarding it for yourself. Creatures in the area when the spell is cast take {@damage 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, such as casting spells with verbal components, and from using a breath weapon or similar ability.",
				"Creatures made of air (such as air elementals) attempting a save against this spell get a degree of success one worse than they rolled."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by {@dice 2d6}."
					]
				}
			}
		},
		{
			"name": "Prismatic Armor",
			"source": "SoM",
			"page": 122,
			"level": 7,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You wrap the target in armor made of multicolored light.",
				"It functions as {@spell chromatic armor|som} 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 {@condition blinded} rather than {@condition dazzled}."
			],
			"heightened": {
				"X": {
					"9": [
						"The resistances increase to 10 each."
					]
				}
			}
		},
		{
			"name": "Proliferating Eyes",
			"source": "SoM",
			"page": 122,
			"level": 9,
			"traits": [
				"divination",
				"scrying"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 creature (see text)",
			"duration": {
				"number": 8,
				"unit": "hour"
			},
			"entries": [
				"You implant an {@condition 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\u2014the first two times the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures.",
				"You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the {@trait 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."
			]
		},
		{
			"name": "Protect Companion",
			"source": "SoM",
			"page": 123,
			"level": 1,
			"traits": [
				"abjuration",
				"cantrip"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "your eidolon, or a creature with the {@trait minion} trait under your control",
			"duration": {
				"entry": "until the start of your next turn",
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"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 {@spell protect companion|SoM} again for 10 minutes.",
				{
					"type": "ability",
					"name": "Life Block",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"trigger": "The spell's target would take damage",
					"entries": [
						"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 {@action Strike}."
					]
				}
			],
			"heightened": {
				"plusX": {
					"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."
					]
				}
			}
		},
		{
			"name": "Protector Tree",
			"source": "SoM",
			"page": 123,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 1,
			"traits": [
				"conjuration",
				"plant",
				"wood"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Strike}, the tree interposes its branches and takes the damage first. Any additional damage beyond what it takes to reduce the tree to 0 Hit Points is dealt to the original target. The tree isn't large enough to impede movement through its square.",
				"If the tree is in soil and survives to the end of the spell's duration, it remains as an ordinary, non-magical tree, and continues to grow and thrive. The GM might determine that the tree disappears immediately in certain inhospitable situations."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The tree has an additional 10 Hit Points."
					]
				}
			}
		},
		{
			"name": "Puff of Poison",
			"source": "SoM",
			"page": 124,
			"level": 1,
			"traits": [
				"cantrip",
				"evocation",
				"inhaled",
				"poison"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 5,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes poison damage equal to your spellcasting modifier and 2 {@condition persistent damage||persistent poison damage}, depending on its Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The target takes half initial and {@condition persistent damage}.",
						"Failure": "The target takes full initial and {@condition persistent damage}.",
						"Critical Failure": "The target takes double initial and {@condition persistent damage}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The initial poison damage increases by {@damage 1d8} and the {@condition persistent damage||persistent poison damage} increases by 1."
					]
				}
			}
		},
		{
			"name": "Pulverizing Cascade",
			"source": "SoM",
			"page": 201,
			"otherSources": {
				"Expanded": [
					"RoE|62"
				]
			},
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"evocation",
				"water"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Cylinder"
				],
				"entry": "10-foot radius, 20-foot-tall cylinder"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"You raise a pair of towering waves and slam them into each other, crushing creatures caught between them. Creatures in the area take {@damage 5d6} bludgeoning damage with a basic Reflex save."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by {@dice 2d6}."
					]
				}
			}
		},
		{
			"name": "Quick Sort",
			"source": "SoM",
			"page": 124,
			"level": 1,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 10,
				"unit": "feet"
			},
			"targets": "up to 200 unattended objects in range, each of light Bulk or less",
			"duration": {
				"entry": "up to 1 minute",
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@condition observed} factor, such as color or shape. Alternatively, you can sort the objects into ordered stacks depending on a clearly indicated notation, such as a page number, title, or date. The objects sort themselves throughout the duration, though it takes less time per object to sort a smaller number of objects, down to a single round for 30 or fewer objects."
			],
			"heightened": {
				"X": {
					"3": [
						"The spell can sort up to 400 objects in a minute, or 60 objects in a round."
					],
					"5": [
						"The spell can sort up to 800 objects in a minute, or 120 objects in a round."
					]
				}
			}
		},
		{
			"name": "Rapid Adaptation",
			"source": "SoM",
			"page": 124,
			"level": 2,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "your companion or eidolon",
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"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.",
				{
					"type": "list",
					"items": [
						"{@bold 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.",
						"{@bold Arctic} The target isn't affected by severe or extreme cold, and when it rolls a success on an {@skill Acrobatics} check to {@action Balance} on ice and snow, it gets a critical success instead.",
						"{@bold Desert} The target isn't affected by severe or extreme heat, and when it rolls a success on an {@skill Acrobatics} check to {@action Balance} on sand, it gets a critical success instead.",
						"{@bold Forest} The target gains {@ability scent} as an imprecise sense with a range of 30 feet.",
						"{@bold Mountain} The target isn't {@condition flat-footed} when Climbing, and when it rolls a success on an {@skill Acrobatics} check to {@action Balance} on rubble, it gets a critical success instead.",
						"{@bold Plains} The target gains a +10-foot status bonus to its land Speed.",
						"{@bold Underground} The target gains {@ability darkvision}."
					]
				}
			]
		},
		{
			"name": "Ravenous Portal",
			"source": "SoM",
			"page": 124,
			"level": 4,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 door no more than 10 feet tall and 5 feet wide",
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"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 {@creature mimic} that can't move and is {@condition hostile} to all creatures. When {@action Cast a Spell||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 {@condition helpful} to them instead of {@condition hostile}. No effect can move the mimic unless it's also capable of moving the entire door. Once the door transforms into a mimic, it attacks creatures in its reach for up to 1 minute, and then the spell ends. If the mimic is killed before that time, the spell ends and the door returns to its normal form.",
				"While turned into a mimic, the door can't be opened, unlocked, or bypassed\u2014not 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."
			]
		},
		{
			"name": "Read the Air",
			"source": "SoM",
			"page": 125,
			"level": 1,
			"traits": [
				"cantrip",
				"divination"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You take a deep breath as you survey a social situation, showing courtesy to all around you as your intuition swiftly picks up clues about social contexts and unspoken assumptions of behavior. Your body language subconsciously changes to take advantage of this information and use it in your own interactions with those creatures.",
				"As part of Casting this Spell, you {@action Recall Knowledge} using {@skill Society} to gain information about the immediate social situation. You also gain a +1 status bonus on your next {@skill Diplomacy} check to {@action 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."
			]
		},
		{
			"name": "Reinforce Eidolon",
			"source": "SoM",
			"page": 145,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"abjuration",
				"cantrip",
				"summoner"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"targets": "your eidolon",
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"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 {@spell boost eidolon|SoM} or {@spell reinforce eidolon|SoM}, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one."
			]
		},
		{
			"name": "Repelling Pulse",
			"source": "SoM",
			"page": 125,
			"level": 5,
			"traits": [
				"evocation",
				"force"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "30-foot emanation"
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"entries": [
				"You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes {@damage 7d10} force damage depending on its Reflex save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage.",
						"Failure": "The creature takes full damage and is pushed 10 feet away from you.",
						"Critical Failure": "The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked {@condition prone}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The force damage increases by {@damage 2d10}, and the distance the target is moved on a failure and critical failure increases by 5 feet."
					]
				}
			}
		},
		{
			"name": "Replicate",
			"source": "SoM",
			"page": 125,
			"level": 4,
			"traits": [
				"illusion",
				"shadow"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 willing or {@condition unconscious} creature of 8th level or lower",
			"duration": {
				"number": 10,
				"unit": "minute",
				"entry": "sustained",
				"sustained": true
			},
			"entries": [
				"You create an illusory magical double that physically looks and behaves very similarly to the target. This double is limited to moving, {@action Interact||Interacting}, speaking short sentences, and other similar basic tasks. It is unable to cast spells, attack, or use any complex skills.",
				"The illusory duplicate is your {@trait minion}. You can issue new commands to the double as part of {@action Sustain a Spell||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 {@trait concentrate} trait.",
				"The illusory duplicate has the same statistics as the original creature, except it doesn't have any of the original's item bonuses, and it has one quarter of the original's Hit Points.",
				"If the double's Hit Points are reduced to 0, the spell ends."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The maximum level of the target increases by 2."
					]
				}
			}
		},
		{
			"name": "Restyle",
			"source": "SoM",
			"page": 126,
			"level": 1,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 piece of clothing currently worn by you or an ally",
			"duration": {
				"unit": "unlimited"
			},
			"entries": [
				"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."
			]
		},
		{
			"name": "Rewinding Step",
			"source": "SoM",
			"page": 126,
			"level": 5,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait concentrate} trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return.",
				"If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends."
			],
			"heightened": {
				"X": {
					"7": [
						"You can return if you're within 1,000 feet of your anchor space."
					],
					"9": [
						"You can return if you're within 1 mile of your anchor space."
					]
				}
			}
		},
		{
			"name": "Rip the Spirit",
			"source": "SoM",
			"page": 126,
			"level": 5,
			"traits": [
				"death",
				"necromancy",
				"negative"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 1} to {@as 3}"
			},
			"components": [
				[
					"S"
				],
				[
					"S",
					"V"
				],
				[
					"S",
					"M",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 living creature",
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"entries": [
				"You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes {@damage 5d6} negative damage, depending on its basic Fortitude save, and is {@condition drained 1} if it fails its save. The spell's effect is based on how many actions you spend when {@action Cast a Spell||Casting the Spell}.",
				"{@b {@as 1} (somatic)} The spell targets one living creature in range.",
				"{@b {@as 2} (somatic, verbal)} The spell targets one living creature in range and the damage is {@damage 10d6} negative instead of {@dice 5d6}.",
				"{@b {@as 3} (material, somatic, verbal)} The spell targets all living creatures in a 30-foot emanation."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The amount of damage increases by {@damage 1d6}, or by {@dice 2d6} for the 2-action version."
					]
				}
			}
		},
		{
			"name": "Rising Surf",
			"source": "SoM",
			"page": 201,
			"otherSources": {
				"Expanded": [
					"RoE|62"
				]
			},
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"conjuration",
				"move",
				"water"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"entries": [
				"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 {@quickref difficult terrain||3|terrain} in this way.) You must end your movement on an unoccupied space where you have solid footing. This movement isn't a {@action 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."
			],
			"heightened": {
				"plusX": {
					"2": [
						"Increase the distance you move by 5 feet and the maximum height traveled above the ground by 5 feet."
					]
				}
			}
		},
		{
			"name": "Roaring Applause",
			"source": "SoM",
			"page": 126,
			"level": 3,
			"traits": [
				"emotion",
				"enchantment",
				"mental"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"unit": "unlimited",
				"sustained": true
			},
			"entries": [
				"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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions.",
						"Failure": "The target applauds you so vigorously that it can't use reactions and is {@condition slowed 1}. The applause is so involved that it has the {@trait manipulate} trait. This triggers reactions based on the {@trait manipulate} trait at the start of the target's turn.",
						"Critical Failure": "As failure, plus the target is so distracted by its vigorous applauding of you that it's {@condition fascinated} with you."
					}
				}
			],
			"heightened": {
				"X": {
					"6": [
						"You can target up to 10 creatures."
					]
				}
			}
		},
		{
			"name": "Rouse Skeletons",
			"source": "SoM",
			"page": 126,
			"level": 3,
			"traits": [
				"necromancy"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "10-foot burst"
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is {@quickref difficult terrain||3|terrain}. Their grasping claws deal {@damage 2d6} slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save)",
				"On subsequent rounds, the first time you {@action Sustain a Spell||Sustain the Spell} each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal {@damage 2d6} slashing damage (basic Reflex save) to each creature in their new area.",
				"Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Runic Impression",
			"source": "SoM",
			"page": 143,
			"focus": true,
			"level": 4,
			"traits": [
				"uncommon",
				"evocation",
				"magus"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "you or one weapon you're wielding",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: {@item corrosive}, {@item flaming}, {@item frost}, {@item ghost touch}, {@item returning}, {@item shock}, or {@item thundering}. If you cast runic impression on a weapon, this spell ends if you cease holding the weapon.",
				"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 {@item handwraps of mighty blows (generic)|CRB|handwraps of mighty blows}, one of the existing property runes is similarly suppressed."
			],
			"heightened": {
				"X": {
					"8": [
						"Add {@item keen} to the list of runes you can choose as well as the greater types of {@item greater corrosive||corrosive}, {@item greater flaming||flaming}, {@item greater frost||frost}, {@item greater shock||shock}, and {@item greater thundering||thundering}."
					]
				}
			}
		},
		{
			"name": "Sanguine Mist",
			"source": "SoM",
			"page": 127,
			"level": 4,
			"traits": [
				"death",
				"necromancy",
				"negative"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "10-foot burst"
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"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 {@action Cast a Spell||Cast the Spell}, aside from you, takes {@damage 6d6} negative damage with a basic Fortitude save. Creatures in the area are {@condition concealed}, and all creatures outside the cloud become {@condition concealed} to creatures within it.",
				"The first time each round you Sustain this Spell on subsequent turns, living creatures in the area take an additional {@damage 2d6} negative damage with another basic Fortitude save. You also gain temporary Hit Points equal to half the damage a single creature took when you Sustained the spell this turn; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The initial damage increases by {@damage 2d6} and the secondary damage increases by {@damage 1d6}."
					]
				}
			},
			"miscTags": [
				"THP"
			]
		},
		{
			"name": "Scatter Scree",
			"source": "SoM",
			"page": 127,
			"level": 1,
			"traits": [
				"cantrip",
				"earth",
				"evocation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Misc."
				],
				"entry": "two contiguous 5-foot cubes"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You evoke a jumble of rocks in the area. The scattering rocks deal bludgeoning damage equal to {@dice 1d4} plus your spellcasting ability modifier to creatures in the area, with a basic Reflex save. The ground in the area becomes {@quickref difficult terrain||3|terrain} for the duration. A creature can {@action Interact} to clear a square of this scree.",
				"If you cast this spell again, any previous scatter scree you have cast ends."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d4}."
					]
				}
			}
		},
		{
			"name": "Schadenfreude",
			"source": "SoM",
			"page": 127,
			"level": 1,
			"traits": [
				"emotion",
				"enchantment",
				"mental"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"V"
				]
			],
			"trigger": "You critically fail a saving throw against a foe's effect.",
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "the triggering foe",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"You distract your enemy with their feeling of smug pleasure when you fail catastrophically. They must attempt a Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature is distracted by its amusement and takes a \u20131 status penalty on {@skill Perception} checks and Will saves for 1 round.",
						"Failure": "The creature is overcome by its amusement and is {@condition stupefied 1} for 1 round.",
						"Critical Failure": "The creature is lost in its amusement and is {@condition stupefied 2} for 1 round and {@condition stunned 1}."
					}
				}
			]
		},
		{
			"name": "Scorching Ray",
			"source": "SoM",
			"page": 127,
			"level": 2,
			"traits": [
				"attack",
				"evocation",
				"fire"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 1} to {@as 3}"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 or more creatures",
			"entries": [
				"You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes {@damage 2d6} fire damage, and on a critical hit, the target takes double damage.",
				"For each additional action you use when {@action Cast a Spell||Casting the Spell}, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions {@action Cast a Spell||Casting the Spell}, the damage increases to {@damage 4d6} fire damage on a hit, and it still deals double damage on a critical hit."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage to each target increases by {@dice 1d6} for the 1-action version, or by {@dice 2d6} for the 2-action and 3-action versions."
					]
				}
			}
		},
		{
			"name": "Seashell of Stolen Sound",
			"source": "SoM",
			"page": 127,
			"level": 1,
			"traits": [
				"divination",
				"sonic"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"F",
					"V"
				]
			],
			"trigger": "A creature within range begins to make a sound.",
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"duration": {
				"entry": "until your next daily preparations",
				"unit": "special"
			},
			"entries": [
				"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 {@action Cast a Spell||Cast the Spell}, magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell.",
				"You or another creature can then play the sound back from the seashell during the spell's duration by {@action Interact||Interacting} with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends.",
				"As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special {@trait auditory} or {@trait sonic} effects of the sound."
			]
		},
		{
			"name": "Shadow Army",
			"source": "SoM",
			"page": 128,
			"level": 10,
			"traits": [
				"auditory",
				"illusion",
				"mental",
				"shadow",
				"visual"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 500,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "50-foot burst"
			},
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Hide} and {@action Sneak} among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes {@damage 3d10} mental damage and {@damage 3d10} bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you {@action Cast a Spell||Cast the Spell}, you choose a condition your shadows impose on a failed save: {@condition clumsy 2}, {@condition enfeebled 2}, {@condition flat-footed}, or {@condition slowed 1}.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty.",
						"Success": "The creature takes half damage.",
						"Failure": "The creature takes full damage, and gains the chosen condition.",
						"Critical Failure": "The creature takes double damage, and gains the chosen condition."
					}
				}
			]
		},
		{
			"name": "Shadow Projectile",
			"source": "SoM",
			"page": 128,
			"level": 3,
			"traits": [
				"illusion",
				"shadow",
				"visual"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S"
				]
			],
			"trigger": "An ally within 20 feet of you makes a ranged attack roll.",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"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 {@damage 3d8} mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to {@spell shadow projectile|SoM} spells for 1 hour.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature is {@condition flat-footed} against the triggering attack.",
						"Failure": "The creature is {@condition flat-footed} against the triggering attack and takes full damage from your illusory projectile.",
						"Critical Failure": "As failure, but double damage."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 1d8}."
					]
				}
			}
		},
		{
			"name": "Shadow Raid",
			"source": "SoM",
			"page": 129,
			"level": 7,
			"traits": [
				"illusion",
				"shadow"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "30-foot burst"
			},
			"savingThrow": {
				"type": [
					"R",
					"W"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Cast a Spell||Cast the Spell} take {@damage 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 {@action Cast a Spell||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 {@dice 3d8} damage of the type you chose to any enemy that ends its turn in the area. All creatures are {@condition concealed} to enemies in the area, as the illusory shadows swarm over them and block light.",
				"A creature that spends an action to {@action Seek} or otherwise interact with the shadow raid can attempt a {@skill Perception} check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends."
			],
			"heightened": {
				"X": {
					"9": [
						"The initial damage increases by {@damage 2d8}, and the damage to a creature that ends its turn in the area increases by {@dice 1d8}."
					]
				}
			}
		},
		{
			"name": "Shielding Strike",
			"source": "SoM",
			"page": 143,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"abjuration",
				"magus"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"entries": [
				"As you attack a foe, warding magic transforms your momentum into action and lifts your shield. Make a melee {@action Strike}. You can then either {@action Raise a Shield||Raise your Shield} if you're wielding one or cast {@spell shield} if you have the spell."
			]
		},
		{
			"name": "Shift Blame",
			"source": "SoM",
			"page": 129,
			"level": 3,
			"traits": [
				"enchantment",
				"mental"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"V"
				]
			],
			"trigger": "You or another creature attacks a creature or fails at a {@skill Deception}, {@skill Diplomacy}, or {@skill Intimidation} check.",
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "the target of the triggering attack or skill check",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target knows you attempted to alter its memories.",
						"Success": "The target doesn't realize you attempted to alter its memories, though it knows you cast a spell.",
						"Failure": "You successfully alter the target's memory. It isn't forced to react to the new memories in a particular way, and it's likely to question them if they contradict other information it knows or are implausible for the situation."
					}
				}
			]
		},
		{
			"name": "Shooting Star",
			"source": "SoM",
			"page": 143,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"divination",
				"magus"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"requirements": "You're wielding a ranged weapon or a thrown weapon.",
			"entries": [
				"You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged {@action Strike}, ignoring the target's concealment and reducing the target's cover by one degree for this {@action Strike} only (greater to standard, standard to lesser, and lesser to none). If the {@action 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."
			]
		},
		{
			"name": "Sonata Span",
			"source": "SoM",
			"page": 129,
			"level": 2,
			"traits": [
				"auditory",
				"conjuration",
				"sonic"
			],
			"traditions": [
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Line"
				],
				"entry": "30-foot line"
			},
			"duration": {
				"unit": "unlimited",
				"sustained": true
			},
			"entries": [
				"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."
			]
		},
		{
			"name": "Soothing Blossoms",
			"source": "SoM",
			"page": 129,
			"otherSources": {
				"Expanded": [
					"RoE|55"
				]
			},
			"level": 3,
			"traits": [
				"conjuration",
				"plant",
				"wood"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "10-foot burst"
			},
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait poison} or {@trait disease} effect, it gets a critical success instead.",
				"The blossoms grant assisted recovery to everyone in the area to end their {@condition persistent damage}, both when the spell is cast and at the start of each of your turns.",
				"Once the duration ends, the flowers lose their {@trait 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."
			]
		},
		{
			"name": "Soothing Spring",
			"source": "SoM",
			"page": 129,
			"level": 4,
			"traits": [
				"healing",
				"necromancy",
				"positive",
				"water"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"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 {@dice 10d8} Hit Points and feels refreshed, losing the {@condition fatigued} condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed.",
				"The pool is 20 feet on each side, and it's 5 feet deep.",
				"It can contain 16 Medium or smaller creatures at a time.",
				"A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the {@trait structure} trait and the same restrictions as magic items that create structures."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The healing increases by {@dice 2d8}."
					]
				}
			}
		},
		{
			"name": "Spinning Staff",
			"source": "SoM",
			"page": 144,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"evocation",
				"magus"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"requirements": "You're wielding a staff.",
			"entries": [
				"You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next {@action Spellstrike|SoM}. Make a melee {@action Strike} with your staff against one foe and then a second melee {@action Strike} with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal."
			]
		},
		{
			"name": "Spiritual Attunement",
			"source": "SoM",
			"page": 130,
			"level": 4,
			"traits": [
				"uncommon",
				"abjuration"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your {@action Strike||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 {@action Strike||Strikes} would gain the {@trait good} and {@trait lawful} traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The resistance increases by 5."
					]
				}
			}
		},
		{
			"name": "Spout",
			"source": "SoM",
			"page": 130,
			"level": 1,
			"traits": [
				"cantrip",
				"evocation",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Misc."
				],
				"entry": "a 5-foot cube"
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"entries": [
				"Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to {@dice 1d4} plus your spellcasting ability modifier, with a basic Reflex saving throw.",
				"You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d4}."
					]
				}
			}
		},
		{
			"name": "Stone Lance",
			"source": "SoM",
			"page": 201,
			"otherSources": {
				"Expanded": [
					"RoE|62"
				]
			},
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"attack",
				"earth",
				"evocation"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "1 creature",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@damage 6d6} piercing damage and the lance impales the creature, giving it a \u201310-foot circumstance penalty to its Speeds unless it {@action Escape||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 {@action Escape||Escapes}. A creature that {@action Escape||Escapes} after being impaled takes 3 {@condition persistent damage||persistent bleed damage}. When the spell ends, the lance crumbles into dirt, freeing the target if it hasn't Escaped."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by {@dice 2d6} and the {@condition persistent damage||persistent bleed damage} for {@action Escape||Escapes} by 1."
					]
				}
			}
		},
		{
			"name": "Sudden Recollection",
			"source": "SoM",
			"page": 130,
			"level": 3,
			"traits": [
				"uncommon",
				"enchantment",
				"mental"
			],
			"traditions": [
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"unit": "unlimited"
			},
			"entries": [
				"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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected and realizes you tried to alter its memory.",
						"Success": "The target is unaffected but thinks your spell was something harmless instead of sudden recollection, unless it identifies the spell.",
						"Failure": "You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends."
					}
				}
			]
		},
		{
			"name": "Summon Anarch",
			"source": "SoM",
			"page": 131,
			"level": 5,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"divine"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You conjure a {@trait chaotic} {@trait celestial}, {@trait monitor}, or {@trait fiend} to fight on your behalf. You summon a common chaotic creature that has the {@trait celestial}, {@trait monitor}, or {@trait fiend} trait and whose level is {@filter 5 or lower|bestiary||Level=[-1;5]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=CE;CG;CN}. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon."
			],
			"heightened": {
				"X": {
					"6": [
						"{@filter Level 7|bestiary||Level=[-1;7]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=CE;CG;CN}."
					],
					"7": [
						"{@filter Level 9|bestiary||Level=[-1;9]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=CE;CG;CN}."
					],
					"8": [
						"{@filter Level 11|bestiary||Level=[-1;11]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=CE;CG;CN}."
					],
					"9": [
						"{@filter Level 13|bestiary||Level=[-1;13]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=CE;CG;CN}."
					],
					"10": [
						"{@filter Level 15|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=CE;CG;CN}."
					]
				}
			},
			"miscTags": [
				"SM"
			]
		},
		{
			"name": "Summon Archmage",
			"source": "SoM",
			"page": 131,
			"level": 8,
			"traits": [
				"conjuration",
				"incarnate"
			],
			"traditions": [
				"arcane"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"duration": {
				"entry": "until the end of your next turn",
				"number": 1,
				"unit": "turn"
			},
			"entries": [
				"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.",
				"{@b Arrive} ({@trait evocation}, {@trait force}) {@i Archmage's Amplification} The archmage arrives in a fierce burst of magical force, automatically dealing {@damage 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 {@spell 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.",
				"{@b Depart} ({@trait abjuration}) {@i 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 {@condition 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."
			],
			"miscTags": [
				"SM"
			]
		},
		{
			"name": "Summon Axiom",
			"source": "SoM",
			"page": 131,
			"level": 5,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"divine"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You conjure a {@trait lawful} {@trait celestial}, {@trait monitor}, or {@trait fiend} to fight on your behalf. You summon a common lawful creature that has the {@trait celestial}, {@trait monitor}, or {@trait fiend} trait and whose level is {@filter 5 or lower|bestiary||Level=[-1;5]|Rarity=Common|Creature Type=monitor;celestial;fiend|Alignment=LE;LG;LN}. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon."
			],
			"heightened": {
				"X": {
					"6": [
						"{@filter Level 7|bestiary||Level=[-1;7]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=LE;LG;LN}."
					],
					"7": [
						"{@filter Level 9|bestiary||Level=[-1;9]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=LE;LG;LN}."
					],
					"8": [
						"{@filter Level 11|bestiary||Level=[-1;11]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=LE;LG;LN}."
					],
					"9": [
						"{@filter Level 13|bestiary||Level=[-1;13]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=LE;LG;LN}."
					],
					"10": [
						"{@filter Level 15|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=LE;LG;LN}."
					]
				}
			},
			"miscTags": [
				"SM"
			]
		},
		{
			"name": "Summon Deific Herald",
			"source": "SoM",
			"page": 131,
			"level": 8,
			"traits": [
				"conjuration",
				"incarnate"
			],
			"traditions": [
				"divine"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"requirements": "You have a deity.",
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"duration": {
				"entry": "until the end of your next turn",
				"number": 1,
				"unit": "turn"
			},
			"entries": [
				"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.",
				{
					"type": "list",
					"items": [
						"{@bold Lawful Good: Arrive} ({@trait enchantment}, {@trait good}, {@trait lawful}) {@i Aura of Retribution} While within 100 feet of the herald, you and your allies gain the champion's {@action Retributive Strike} reaction; {@b Depart} {@i Holy Smite} The herald casts 5th-level {@spell divine wrath} (choosing good) in a 100-foot emanation.",
						"{@bold Neutral Good: Arrive} ({@trait enchantment}, {@trait good}) {@i Aura of Redemption} While within 100 feet of the herald, you and your allies gain the champion's {@action Glimpse of Redemption} reaction; {@b Depart} {@i Merciful Healing} The herald casts the 3-action version of 5th-level {@spell heal} with a radius of 100 feet. This spell targets only you and your allies.",
						"{@bold Chaotic Good: Arrive} ({@trait chaotic}, {@trait enchantment}, {@trait good}) {@i Aura of Liberation} While within 100 feet of the herald, you and your allies gain the champion's {@action Liberating Step} reaction; {@b Depart} {@i Radiating Freedom} The herald affects you and all your allies within 100 feet with {@spell freedom of movement}. The duration is reduced to 3 rounds.",
						"{@bold Lawful Neutral: Arrive} ({@trait abjuration}, {@trait lawful}) {@i Defy Chaos} You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; {@b Depart} {@i Order's Wrath} The herald casts 5th-level {@spell divine wrath} (choosing lawful) in a 100-foot emanation.",
						"{@bold Neutral: Arrive} ({@trait transmutation}) {@i Quickening Ripple} You and each ally within 100 feet of the herald are {@condition quickened} while the herald is present, and can use the additional action to {@action Step}, {@action Stride}, or {@action Strike}; {@b Depart} {@i Sapping Beam} The herald casts 6th-level {@spell enervation|APG} in a 100-foot line.",
						"{@bold Chaotic Neutral: Arrive} ({@trait abjuration}, {@trait chaotic}) {@i Defy Law} You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; {@b Depart} {@i Chaos Hammer} The herald casts 5th-level {@spell divine wrath} (choosing chaotic) in a 100-foot emanation.",
						"{@bold Lawful Evil: Arrive} {@i Aura of Iron} While within 100 feet of the herald, you and your allies gain the champion's {@action Iron Command|APG} reaction; {@b Depart} {@i Unholy Blight} The herald casts 5th-level {@spell divine wrath} (choosing evil) in a 100-foot emanation.",
						"{@bold Neutral Evil: Arrive} {@i Aura of Selfishness} While within 100 feet of the herald, you and your allies gain the champion's {@action Selfish Shield|APG} reaction; {@b Depart} {@i Infinite Despair} The herald casts 5th-level {@spell crushing despair} in a 100-foot cone.",
						"{@bold Chaotic Evil: Arrive} {@i Aura of Vengeance} While within 100 feet of the herald, you and your allies gain the champion's {@action Destructive Vengeance|APG} reaction; {@b Depart} {@i Weapon Hurricane} The herald casts 5th-level {@spell weapon storm} in a 100-foot cone, using {@damage d12} for the die size."
					]
				},
				{
					"type": "pf2-sample-box",
					"name": "Herald Examples",
					"entries": [
						"Each of the many deities of Golarion have their own herald; these are just a few of the most prominent.",
						{
							"type": "list",
							"items": [
								"{@bold Lawful Good:} The Grand Defender ({@deity Torag}), the Grim White Stag ({@deity Erastil}), Hand of the Inheritor ({@deity Iomedae})",
								"{@bold Neutral Good:} The Spirit of Adoration ({@deity Shelyn}), Sunlord Thalachos ({@deity Sarenrae})",
								"{@bold Chaotic Good:} Night Monarch ({@deity Desna}), Thais ({@deity Cayden Cailean})",
								"{@bold Lawful Neutral:} Lawgiver ({@deity Abadar}), The Old Man ({@deity Irori})",
								"{@bold Neutral:} Arcanotheign ({@deity Nethys}), Personification of Fury ({@deity Gozreh}), Steward of the Skein ({@deity Pharasma})",
								"{@bold Chaotic Neutral:} The First Blade ({@deity Gorum}), the Menotherian ({@deity Calistria})",
								"{@bold Lawful Evil:} Basileus ({@deity Asmodeus}), the Prince in Chains ({@deity Zon-Kuthon})",
								"{@bold Neutral Evil:} Mother's Maw ({@deity Urgathoa}), the Stabbing Beast ({@deity Norgorber})",
								"{@bold Chaotic Evil:} Tarrasque ({@deity Rovagug}), Yethazmari ({@deity Lamashtu})"
							]
						}
					]
				}
			],
			"miscTags": [
				"SM"
			]
		},
		{
			"name": "Summon Draconic Legion",
			"source": "SoM",
			"page": 133,
			"level": 9,
			"traits": [
				"conjuration",
				"incarnate"
			],
			"traditions": [
				"arcane"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"duration": {
				"entry": "until the end of your next turn",
				"number": 1,
				"unit": "turn"
			},
			"entries": [
				"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 {@trait Gargantuan} creature. They have a fly Speed of 100 feet. When you {@action Cast a Spell||Cast this Spell}, choose whether it summons chromatic or metallic dragons.",
				"{@b Arrive} ({@trait evocation}) {@i 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 {@dice 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.",
				"{@b Depart} {@i Draconic Whirlwind} The draconic legion strikes with fury, dealing {@damage 9d8} slashing damage (basic Reflex save) to all enemy creatures in its location or within 20 feet."
			],
			"miscTags": [
				"SM"
			]
		},
		{
			"name": "Summon Kaiju",
			"source": "SoM",
			"page": 133,
			"otherSources": {
				"Expanded": [
					"LOMM|41"
				]
			},
			"level": 10,
			"traits": [
				"rare",
				"conjuration",
				"incarnate"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 500,
				"unit": "feet"
			},
			"duration": {
				"entry": "until the end of your next turn",
				"number": 1,
				"unit": "turn"
			},
			"entries": [
				"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 {@trait Gargantuan} creature. When you {@action Cast a Spell||Cast this Spell}, choose one of the kaiju below to summon.",
				{
					"type": "list",
					"items": [
						"{@bold Agmazar the Star Titan} Speed 100 feet, climb 50 feet; {@b Arrive} ({@trait necromancy}, {@trait negative}) {@i Channel Void} Each foe in a 100-foot emanation takes {@damage 16d8} negative energy damage with a basic Fortitude save; {@b Depart} ({@trait transmutation}) Gravitic Repulsion Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save.",
						"{@bold Agyra, the Forever Storm} Speed 80 feet, fly 200 feet; {@b Arrive} ({@trait electricity}, {@trait evocation}) {@i 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 {@damage 6d12} electricity damage with a basic Reflex save. On a failure, the creature is also {@condition slowed 1} for 1 round (or for 1 minute on a critical failure); {@b Depart} ({@trait evocation}, {@trait sonic}) {@i Thunderous Blast} Each creature within a 100-foot emanation takes {@damage 6d10} sonic damage with a basic Reflex save, and is also knocked {@condition prone} on a failed save.",
						"{@bold Bezravnis, the Inferno Below} Speed 100 feet, burrow 100 feet; {@b Arrive} ({@trait earth}, {@trait evocation}) {@i 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 {@damage 8d12} bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the {@spell earthquake} spell, except there is no chance of falling into a fissure; {@b Depart} {@i 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 \u201320-foot circumstance penalty to its Speeds until it {@action Escape||Escapes} (or is {@condition immobilized} until it escapes on a critical failure). The {@action Escape} DC is your spell DC.",
						"{@bold Mogaru, the Final King} Speed 100 feet, swim 100 feet; {@b Arrive} ({@trait auditory}, {@trait enchantment}, {@trait mental}) {@i 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 {@condition stunned 3} on a failure; {@b Depart} ({@trait evocation}, {@trait fire}) {@i Volcanic Breath} Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes {@damage 10d6} fire damage with a basic Reflex save. On a failure, it also takes {@damage 4d6} {@condition persistent damage||persistent fire damage}.",
						"{@bold Vorgozen, the Shapeless Feeder} Speed 50 feet, climb 50 feet, swim 100 feet; {@b Arrive} ({@trait necromancy}) {@i 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 {@condition sickened 2}. Any of your enemies that {@action Cast a Spell||Casts a Spell} within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already {@condition sickened}; {@b Depart} ({@trait acid}, {@trait evocation}) {@i Beam of Purest Vitriol} Each creature in a 1,200-foot line takes {@damage 10d6} acid damage and {@damage 10d6} bludgeoning damage with a basic Fortitude save.",
						"{@bold Yarthoon, the Moon Grub} Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; {@b Arrive} ({@trait cold}, {@trait evocation}) {@i Algid Beam Barrage} Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal {@damage 10d6} cold damage with a basic Reflex save; {@b Depart} ({@trait cold}, {@trait conjuration}, {@trait water}) {@i 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 {@spell obscuring mist}, plus any creature within the area at the end of its turn take {@damage 5d6} cold damage with a basic Fortitude save.",
						"{@b Ebeshra, the Winged Razor} Speed 75 feet, fly 100 feet; {@b Arrive} ({@trait conjuration}, {@trait teleportation}) {@i 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 {@damage 10d6} bludgeoning damage; {@b Depart} ({@trait electricity}, {@trait evocation}) {@i Storm Discharge} Each foe in a 240-foot line takes {@damage 12d8} electricity damage with a basic Reflex save"
					]
				}
			],
			"miscTags": [
				"SM"
			]
		},
		{
			"name": "Summon Lesser Servitor",
			"source": "SoM",
			"page": 134,
			"level": 1,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"divine"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"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 {@trait celestial}, {@trait monitor}, or {@trait fiend} whose level is {@filter \u20131|bestiary||Level=[-1;-1]|Rarity=Common|Creature Type=monitor;fiend;celestial} 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 {@creature eagle}, {@creature guard dog}, or {@creature raven|b2}. 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: {@trait celestial} for {@trait lawful}, {@trait monitor} for neutral, or {@trait fiend} for {@trait evil}.",
				"You can't summon a creature if it is opposed to your deity's alignment on either axis (or opposed to your alignment if you don't follow a deity). For example, if you deity is {@trait lawful} {@trait good}, you can't summon a {@trait chaotic} or {@trait evil} creature. The GM might determine that deities restrict specific types of creatures even if their alignments aren't diametrically opposed. For example, {@deity Pharasma} would restrict the summoning of sahkils.",
				"Heightening the spell increases the maximum level of creature you can summon and might add additional animal servitors, which otherwise work like the {@creature eagle}, {@creature guard dog}, and {@creature raven|b2}."
			],
			"heightened": {
				"X": {
					"2": [
						"{@filter Level 1|bestiary||Level=[-1;1]|Rarity=Common|Creature Type=monitor;fiend;celestial}."
					],
					"3": [
						"{@filter Level 2|bestiary||Level=[-1;2]|Rarity=Common|Creature Type=monitor;fiend;celestial}. You can summon a {@creature black bear|b2}, {@creature giant bat}, or {@creature leopard}."
					],
					"4": [
						"{@filter Level 3|bestiary||Level=[-1;3]|Rarity=Common|Creature Type=monitor;fiend;celestial}. You can summon a {@creature great white shark} or {@creature tiger}."
					]
				}
			},
			"miscTags": [
				"SM"
			]
		},
		{
			"name": "Summoner's Precaution",
			"source": "SoM",
			"page": 135,
			"level": 2,
			"traits": [
				"contingency",
				"necromancy"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 10,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"requirements": "You have an eidolon.",
			"duration": {
				"entry": "until your next daily preparations",
				"unit": "special"
			},
			"entries": [
				"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.",
				{
					"type": "ability",
					"name": "Sever Conduit",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"traits": [
						"concentrate"
					],
					"trigger": "Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a {@trait death} effect",
					"entries": [
						"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 {@action Manifest Eidolon|SoM|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."
					]
				}
			]
		},
		{
			"name": "Summoner's Visage",
			"source": "SoM",
			"page": 135,
			"level": 2,
			"traits": [
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "your eidolon",
			"duration": {
				"dismiss": true,
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You transform your eidolon into your identical twin.",
				"Assuming you are a humanoid, the eidolon gains the {@trait 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 {@skill Deception} checks to {@action Impersonate} you and can add its level to such checks even if it's untrained.",
				"Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way\u2014the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach.",
				"Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active.",
				"You can {@action Dismiss} the spell."
			],
			"heightened": {
				"X": {
					"4": [
						"The duration increases to 1 hour."
					]
				}
			}
		},
		{
			"name": "Synchronize",
			"source": "SoM",
			"page": 135,
			"level": 1,
			"traits": [
				"divination"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "up to 5 willing creatures",
			"duration": {
				"entry": "up to 24 hours",
				"number": 24,
				"unit": "hour"
			},
			"entries": [
				"You harmlessly place your unique magic sigil, which is about 1 square inch in size, on your targets. When you {@action Cast a Spell||Cast the Spell}, you set the duration by choosing a time at which point the sigil flashes dimly three times. After that point, the spell ends. Even though spell durations aren't normally exact, the effects of synchronize are precise to the second. The timer is based on the place where the spell was cast, so entering a plane or area where time flows differently changes how the time elapses."
			],
			"heightened": {
				"X": {
					"2": [
						"The spell can target up to 20 willing creatures."
					]
				}
			}
		},
		{
			"name": "Tame",
			"source": "SoM",
			"page": 135,
			"level": 1,
			"traits": [
				"auditory",
				"cantrip",
				"enchantment",
				"mental"
			],
			"traditions": [
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 10,
				"unit": "feet"
			},
			"targets": "1 non-{@condition hostile} domesticated animal",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"As you make comforting sounds and gestures, you approach the target in a {@condition friendly} manner combining caution and confidence. You improve the target's attitude to you by one step ({@condition unfriendly} to neutral, neutral to {@condition friendly}, {@condition friendly} to {@condition helpful}) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day.",
				"This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM."
			],
			"heightened": {
				"X": {
					"3": [
						"The duration becomes 10 minutes."
					],
					"6": [
						"The duration becomes 1 hour."
					]
				}
			}
		},
		{
			"name": "Tempest of Shades",
			"source": "SoM",
			"page": 135,
			"level": 7,
			"traits": [
				"incarnate",
				"necromancy"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"duration": {
				"entry": "until the end of your next turn",
				"number": 1,
				"unit": "turn"
			},
			"entries": [
				"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.",
				"{@b Arrive} ({@trait negative}) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature is {@condition frightened 1}.",
						"Failure": "The creature is {@condition frightened 3}.",
						"Critical Failure": "The creature is {@condition frightened 3}. It's also {@condition fleeing} for 1 round or until it's no longer {@condition frightened}, whichever comes first."
					}
				}
			]
		},
		{
			"name": "Temporary Glyph",
			"source": "SoM",
			"page": 136,
			"level": 5,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Misc."
				],
				"entry": "a 5-foot square"
			},
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You temporarily bind a {@condition hostile} spell into a symbol. While Casting this Spell, you also {@action 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 {@condition 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 (Core Rulebook 305)",
				"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 {@skill Perception} check to notice it and the {@skill Thievery} check to disable it; both checks require the creature attempting them to be trained in order to succeed.",
				"You can {@action Dismiss} temporary glyph."
			]
		},
		{
			"name": "Thicket of Knives",
			"source": "SoM",
			"page": 136,
			"level": 1,
			"traits": [
				"illusion",
				"visual"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@skill Deception} checks. If you're untrained in {@skill Deception}, you can use the {@action Feint} action anyway, and add your level as your proficiency bonus despite being untrained."
			]
		},
		{
			"name": "Thundering Dominance",
			"source": "SoM",
			"page": 136,
			"level": 2,
			"traits": [
				"enchantment",
				"mental"
			],
			"traditions": [
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "your companion or eidolon",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to {@skill Intimidation} checks. Once during this spell's duration, it can take the Thundering Roar action.",
				{
					"type": "ability",
					"name": "Thundering Roar",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"traits": [
						"auditory",
						"concentrate",
						"emotion",
						"enchantment",
						"fear",
						"flourish",
						"mental",
						"sonic"
					],
					"entries": [
						"The target unleashes a powerful vocalization. Each enemy in a 10-foot emanation takes {@damage 4d8} sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also {@condition frightened 1}."
					]
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The status bonus to {@skill 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 {@dice 2d8}."
					]
				}
			}
		},
		{
			"name": "Thunderous Strike",
			"source": "SoM",
			"page": 144,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"evocation",
				"magus",
				"sonic"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"requirements": "You're wielding a melee weapon in two hands.",
			"entries": [
				"You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee {@action 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 {@condition prone}. The target of your {@action Strike} must be within the cone or the effect fails."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by 1."
					]
				}
			}
		},
		{
			"name": "Time Jump",
			"source": "SoM",
			"page": 136,
			"level": 3,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"entries": [
				"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 {@action Leap}, {@action Stand}, {@action Step}, or {@action Stride}.",
				"If you have an appropriate Speed, you can add {@action Burrow}, {@action Climb}, {@action Fly}, or {@action Swim} to this list.",
				"While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled.",
				"Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become {@condition stupefied 4} for 1 minute."
			]
		},
		{
			"name": "Timely Tutor",
			"source": "SoM",
			"page": 137,
			"level": 2,
			"traits": [
				"divination",
				"mental"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "your eidolon or familiar",
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You serve as an astral connection between your eidolon or familiar and the Akashic Record\u2014a demiplane consisting of a comprehensive psychic library\u2014then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to {@action Recall Knowledge} with the {@skill Lore} skill of your choice, much like it does for {@skill Acrobatics} and {@skill 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 {@skill Lore} skill.",
				"If you lose physical contact with the target, its connection to the Akashic Record is severed and timely tutor immediately ends."
			]
		},
		{
			"name": "Tortoise And the Hare",
			"source": "SoM",
			"page": 137,
			"level": 4,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 foe, and either yourself or 1 ally",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The targets are unaffected.",
						"Success": "The foe is {@condition slowed 1} for 1 round, and the other target is unaffected.",
						"Failure": "The foe is {@condition slowed 1} for 3 rounds and the other target is {@condition quickened} for 1 round. It can use the extra action to {@action Step}, {@action Stride}, or {@action Strike}.",
						"Critical Failure": "The foe is {@condition slowed 1} for 3 minutes and the other target is {@condition quickened} for 1 minute. It can use the extra action to {@action Step}, {@action Stride}, or {@action Strike}."
					}
				}
			]
		},
		{
			"name": "Umbral Extraction",
			"source": "SoM",
			"page": 137,
			"level": 2,
			"traits": [
				"illusion",
				"mental",
				"shadow"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 3,
				"unit": "round"
			},
			"entries": [
				"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 {@action 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 {@action Steal} as part of Casting umbral extraction. If you succeed at your check to {@action Steal} a spell, you deal {@damage 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 {@trait shadow} trait if cast from this temporary slot.",
				"Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to {@action Steal} spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips.",
				"You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole.",
				"As normal, you can {@action Steal} only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to {@action Steal} more spells. If you succeed at your {@skill 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 {@spell umbral extraction|SoM}, any previous casting of umbral extraction currently affecting you ends."
			]
		},
		{
			"name": "Umbral Graft",
			"source": "SoM",
			"page": 137,
			"level": 4,
			"traits": [
				"illusion",
				"shadow"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 3,
				"unit": "round"
			},
			"entries": [
				"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 {@action Steal} action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to {@action Steal} as part of Casting umbral graft. If you succeed at your check to {@action 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 {@action 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 {@trait 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 {@trait shadow} trait.",
				"You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell.",
				"As normal, you can {@action Steal} only from a target within your reach. Once you've stolen a spell, you can't attempt to {@action Steal} more spells, nor can you choose not to take a spell if you succeed at your {@skill Thievery} check. When you cast {@spell umbral graft|SoM}, 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 {@action Steal}."
			]
		},
		{
			"name": "Unexpected Transposition",
			"source": "SoM",
			"page": 138,
			"level": 6,
			"traits": [
				"conjuration",
				"teleportation"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"V"
				]
			],
			"trigger": "You are targeted with an enemy's {@action Strike}.",
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature other than the triggering enemy",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"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 {@spell unexpected transposition|SoM} 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."
			]
		},
		{
			"name": "Unfetter Eidolon",
			"source": "SoM",
			"page": 145,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"abjuration",
				"summoner"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"targets": "your eidolon",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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."
			]
		},
		{
			"name": "Unspeakable Shadow",
			"source": "SoM",
			"page": 138,
			"level": 9,
			"traits": [
				"death",
				"emotion",
				"fear",
				"illusion",
				"mental",
				"shadow",
				"visual"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"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 {@condition frightened} condition from unspeakable shadow must spend at least one of its actions each turn to either attack its shadow (making a {@action Strike} ineffectually) or flee from its shadow (using one action to move away as though it had the {@condition fleeing} condition).",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target is {@condition frightened 2}.",
						"Failure": "The target is {@condition frightened 3}. It can't reduce its {@condition frightened} value below 1 for 1 minute.",
						"Critical Failure": "The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the {@trait incapacitation} trait. If it succeeds at its save, the target is {@condition frightened 4} and can't reduce its {@condition frightened} value below 1 for 1 minute."
					}
				}
			]
		},
		{
			"name": "Updraft",
			"source": "SoM",
			"page": 201,
			"otherSources": {
				"Expanded": [
					"RoE|61"
				]
			},
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"air",
				"evocation"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"A powerful blast of wind erupts from the ground, launching the target into the air and sending it crashing back down. The collision deals {@damage 2d6} bludgeoning damage with a basic Reflex save. On a failure, the target is knocked {@condition prone}."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by {@dice 2d6}."
					]
				}
			}
		},
		{
			"name": "Variable Gravity",
			"source": "SoM",
			"page": 138,
			"level": 4,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 5,
				"unit": "minute"
			},
			"entries": [
				"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 {@trait 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.",
				{
					"type": "list",
					"items": [
						"{@bold Low Gravity} You can jump double the normal distance when you {@action Long Jump} or {@action Leap}, though still to a maximum of your Speed. When you {@action High Jump}, you can use the calculation for a {@action 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.",
						"{@bold High Gravity} You become {@condition encumbered}. You gain a +2 status bonus to your saving throws and DCs to resist {@quickref forced movement||3|forced movement} and attempts to knock you {@condition prone}. You reduce the distance {@quickref forced movement||3|forced movement} moves you by half or 10 feet, whichever is more"
					]
				},
				"You can only jump half as high and far. Rather than the normal calculation for falling damage, you take bludgeoning damage equal to the distance you fall.",
				"Abilities that adjust how much falling damage you take still apply."
			],
			"heightened": {
				"X": {
					"6": [
						"The duration increases to 1 hour."
					]
				}
			}
		},
		{
			"name": "Voracious Gestalt",
			"source": "SoM",
			"page": 139,
			"level": 9,
			"traits": [
				"aura",
				"death",
				"evil",
				"necromancy"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "30-foot emanation"
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay.",
				"When you {@action Cast a Spell||Cast the Spell}, the gestalt deals {@damage 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 {@dice 6d6} damage, with a basic Fortitude save.",
				"At the end of each of your turns, if you killed a living creature during that turn or if the gestalt's damage killed a creature since the end of your prior turn, you add the slain creature's soul to the gestalt. The emanation's radius increases by 20 feet and the damage dealt by the aura increases by {@dice 1d6}. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat."
			],
			"heightened": {
				"X": {
					"10": [
						"The initial damage increases to {@dice 16d6} and the aura's damage starts at {@dice 7d6}."
					]
				}
			}
		},
		{
			"name": "Wall of Water",
			"source": "SoM",
			"page": 139,
			"level": 3,
			"traits": [
				"conjuration",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick.",
				"Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell.",
				"Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to {@action Swim} through. The rules of aquatic combat (Core Rulebook 478) 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 \u20132 circumstance penalty."
			]
		},
		{
			"name": "Warding Aggression",
			"source": "SoM",
			"page": 140,
			"level": 3,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"entry": "up to 1 minute",
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"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 {@action Strike} with a weapon or unarmed attack against a foe. In addition to the normal effects of the {@action 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 {@action Strike}.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You gain a +3 status bonus to AC against the foe for 1 round and a +2 status bonus to AC against the foe for the remaining duration.",
						"Success": "You gain a +2 status bonus to AC against the foe.",
						"Failure": "You gain a +1 status bonus to AC against the foe.",
						"Critical Failure": "You gain no additional effect."
					}
				}
			]
		},
		{
			"name": "Warrior's Regret",
			"source": "SoM",
			"page": 140,
			"level": 2,
			"traits": [
				"curse",
				"emotion",
				"enchantment",
				"mental"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "At the end of its next turn, the target takes {@dice 1d8} damage per different creature it intentionally damaged on that turn ({@dice 1d8} if it damaged one creature, {@dice 2d8} if it damaged two different creatures, and so on). The maximum is {@dice 4d8} if it damaged 4 different creatures.",
						"Failure": "As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature.",
						"Critical Failure": "As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The amount of mental damage the target takes for each creature it damaged that turn increases by {@dice 1d8}, and the maximum damage the target can take per turn increases by {@dice 4d8}."
					]
				}
			}
		},
		{
			"name": "Wash Your Luck",
			"source": "SoM",
			"page": 140,
			"level": 1,
			"traits": [
				"abjuration",
				"cantrip",
				"fortune"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck.",
				"Once during the spell's duration, before rolling a check, you can cancel out a {@trait misfortune} effect on that roll, as normal when a {@trait fortune} and {@trait misfortune} effect apply to the same roll. After canceling out the {@trait misfortune} effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes."
			]
		},
		{
			"name": "Web of Eyes",
			"source": "SoM",
			"page": 140,
			"level": 3,
			"traits": [
				"divination",
				"scrying"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "up to 5 willing creatures",
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You place an {@condition 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 {@trait concentrate} trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision.",
				"This improves how well the recipients can perceive anything the sharing creature is looking at. For instance, if a creature is {@condition undetected} to a recipient but {@condition observed} by the sharing creature, the creature becomes {@condition 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 {@condition undetected} by the sharing creature and {@condition observed} by a recipient, the recipient would still clearly observe the enemy.",
				"Once the vision sharing stops, the benefit ends. Whether a creature is {@condition hidden} or {@condition 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 {@condition hidden} rather than {@condition undetected} by a recipient that witnessed its current position.",
				"."
			]
		},
		{
			"name": "Whirlwind",
			"source": "SoM",
			"page": 141,
			"level": 8,
			"traits": [
				"air",
				"evocation"
			],
			"traditions": [
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 500,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Cylinder"
				],
				"entry": "15-foot radius, 80-foot tall cylinder"
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Powerful winds coalesce into a devastating tornado. You can {@action Cast a Spell||Cast this Spell} only if you are outside or the ceiling is 80 feet or higher. All squares in the whirlwind are {@quickref difficult terrain||3|terrain}.",
				"All creatures in the area take {@damage 5d10} bludgeoning damage as powerful winds and debris buffet them, with a Reflex save. Each time you {@action Sustain a Spell||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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage.",
						"Failure": "The creature takes full damage and rises 10 feet into the air. If it doesn't have a fly Speed, the creature gains one equal to its Speed until it either reaches the ground or ceases to be in the whirlwind's area, potentially falling when the spell ends or when it leaves the area.",
						"Critical Failure": "As failure, except the creature takes double damage and rises 20 feet into the air."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the bludgeoning damage by {@dice 1d10}."
					]
				}
			}
		},
		{
			"name": "Wildfire",
			"source": "SoM",
			"page": 201,
			"otherSources": {
				"Expanded": [
					"RoE|62"
				]
			},
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"conjuration",
				"fire"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "10-foot burst"
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"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 {@condition persistent damage||persistent fire damage}.",
				"Each time you sustain this spell, the radius of the burst increases by 5 feet."
			],
			"heightened": {
				"plusX": {
					"2": [
						"Increase the damage and {@condition persistent damage} by 1."
					]
				}
			}
		},
		{
			"name": "Winning Streak",
			"source": "SoM",
			"page": 141,
			"level": 4,
			"traits": [
				"divination"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 20,
				"unit": "feet"
			},
			"targets": "1 creature",
			"duration": {
				"entry": "1 round (see text)",
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"The target is energized by its good fortune as it spreads to others\u2014as long as they keep winning. It gains the {@condition 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 {@condition quickened} if they weren't already, and the duration of the winning streak is extended by another round. Creatures {@condition quickened} by the spell can use the extra action to {@action Strike}, {@action Step}, or {@action 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."
			]
		},
		{
			"name": "Zero Gravity",
			"source": "SoM",
			"page": 141,
			"level": 6,
			"traits": [
				"uncommon",
				"evocation"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Cylinder"
				],
				"entry": "20-foot radius, 40-foot-tall cylinder"
			},
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"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 {@trait move} trait, allowing the creature to move half its Speed in a straight line through the area. After Pushing Off a surface, the creature continues to move the same distance at the start of each of its turns until it leaves the area or Pushes Off against something else. A creature pushing against an untethered object of its size or smaller causes both the creature and the object to move at the same speed, but in opposite directions. Creatures who can levitate or fly can use those abilities to move around in the area without having to push off anything. Creatures who can't levitate or fly are usually on the ground, giving them a surface from which to push off.",
				"You can {@action Dismiss} this spell. When zero gravity ends, all creatures and objects in the area fall back down."
			]
		}
	]
}
