{
	"spell": [
		{
			"name": "Access Lore",
			"source": "APG",
			"page": 229,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"cursebound",
				"divination",
				"fortune",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"lore"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one {@skill Lore} skill. You temporarily gain the same proficiency rank in that {@skill Lore} skill as your proficiency rank for your oracle spellcasting."
			]
		},
		{
			"name": "Agonizing Despair",
			"source": "APG",
			"page": 214,
			"level": 3,
			"traits": [
				"emotion",
				"enchantment",
				"fear",
				"mental"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes {@damage 4d6} mental damage with a Will saving throw.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half damage and becomes {@condition frightened 1}.",
						"Failure": "The target takes full damage and becomes {@condition frightened 2}.",
						"Critical Failure": "The target takes double damage and becomes {@condition frightened 3}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by {@dice 2d6}."
					]
				}
			}
		},
		{
			"name": "Ancestral Defense",
			"source": "APG",
			"page": 230,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"abjuration",
				"cursebound",
				"fortune",
				"mental",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"ancestors"
				]
			},
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S"
				]
			],
			"trigger": "You are about to attempt a Will save.",
			"entries": [
				"Your ancestor protects you against those who would bend your will. You roll the triggering save twice and use the better result. If you're in an encounter when you cast this spell, you immediately roll to change your predominant ancestor."
			]
		},
		{
			"name": "Ancestral Form",
			"source": "APG",
			"page": 230,
			"focus": true,
			"level": 6,
			"traits": [
				"uncommon",
				"cursebound",
				"oracle",
				"transmutation"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"ancestors"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You take the form of your ancestral spirits, becoming {@condition invisible} and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from {@action Strike||Strikes} with the {@item ghost touch} property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't {@quickref difficult terrain||3|terrain} for you. You can't move through solid objects, but you can float through tiny gaps. You can't {@action Cast a Spell||Cast Spells} (but you can {@action Sustain Spells||Sustain a Spell}), activate items, or use actions that have the {@trait attack} or {@trait manipulate} trait."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The resistance increases by 5."
					]
				}
			}
		},
		{
			"name": "Ancestral Touch",
			"source": "APG",
			"page": 230,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cursebound",
				"emotion",
				"enchantment",
				"fear",
				"mental",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"ancestors"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 living creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"You touch a creature and force them to see and feel the ancestors surrounding you. The target takes {@damage 1d4} mental damage, with results depending on a Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half damage.",
						"Failure": "The target is {@condition frightened 1} and takes full damage.",
						"Critical Failure": "The target is {@condition frightened 2} and takes double damage."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The mental damage increases by {@damage 1d4}."
					]
				}
			}
		},
		{
			"name": "Animal Feature",
			"source": "APG",
			"page": 234,
			"focus": true,
			"level": 2,
			"traits": [
				"uncommon",
				"morph",
				"ranger",
				"transmutation"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Without fully transforming your body, you gain one animalistic feature, which you select from the list below each time you {@action Cast a Spell||Cast the Spell}.",
				{
					"type": "list",
					"items": [
						"{@bold Cat Eyes} You gain {@ability low-light vision}.",
						"{@bold Claws} You gain a claw attack that deals {@damage 1d6} slashing damage and has the agile, {@trait finesse}, and {@trait unarmed} traits.",
						"{@bold Jaws} You gain a jaws attack that deals {@damage 1d8} piercing damage and has the {@trait unarmed} trait."
					]
				}
			],
			"heightened": {
				"X": {
					"4": [
						"Add the following options to the list you can choose from.",
						{
							"type": "list",
							"items": [
								"{@b Fish Tail} You gain a swim Speed equal to your land Speed.",
								"{@b Owl Eyes} You gain {@ability darkvision}.",
								"{@b Wings} You gain a fly Speed equal to your land Speed."
							]
						}
					]
				}
			}
		},
		{
			"name": "Animate Dead",
			"source": "APG",
			"page": 214,
			"level": 1,
			"traits": [
				"necromancy"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the {@trait undead} trait and whose level is {@filter \u20131|bestiary||Level=[-1;-1]|Rarity=Common|Creature Type=Undead}; this creature gains the {@trait summoned} trait. Heightening the spell increases the maximum level of creature you can summon."
			],
			"heightened": {
				"X": {
					"2": [
						"{@filter Level 1|bestiary||Level=[-1;1]|Rarity=Common|Creature Type=Undead}."
					],
					"3": [
						"{@filter Level 2|bestiary||Level=[-1;2]|Rarity=Common|Creature Type=Undead}."
					],
					"4": [
						"{@filter Level 3|bestiary||Level=[-1;3]|Rarity=Common|Creature Type=Undead}."
					],
					"5": [
						"{@filter Level 5|bestiary||Level=[-1;5]|Rarity=Common|Creature Type=Undead}."
					],
					"6": [
						"{@filter Level 7|bestiary||Level=[-1;7]|Rarity=Common|Creature Type=Undead}."
					],
					"7": [
						"{@filter Level 9|bestiary||Level=[-1;9]|Rarity=Common|Creature Type=Undead}."
					],
					"8": [
						"{@filter Level 11.|bestiary||Level=[-1;11]|Rarity=Common|Creature Type=Undead}"
					],
					"9": [
						"{@filter Level 13.|bestiary||Level=[-1;13]|Rarity=Common|Creature Type=Undead}"
					],
					"10": [
						"{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=Undead}"
					]
				}
			},
			"miscTags": [
				"SM"
			]
		},
		{
			"name": "Animate Rope",
			"source": "APG",
			"page": 214,
			"level": 1,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"targets": "up to 50 feet of rope or a nonliving rope-like object",
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you {@action Cast a Spell||Cast the Spell}, and one command each time you {@action Sustain a Spell||Sustain the Spell}.",
				{
					"type": "list",
					"items": [
						"{@bold Bind} ({@trait attack}) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a \u201310-foot circumstance penalty to its Speed (\u201320-foot on a critical success). This ends if the target {@action Escape||Escapes} against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a {@condition Broken} Threshold of 4.)",
						"{@bold Coil} The rope forms a tidy, coiled stack.",
						"{@bold Crawl} The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal.",
						"{@bold Knot} The rope ties a sturdy knot in itself.",
						"{@bold Loop} The rope forms a simple loop at one or both ends, or straightens itself back out.",
						"{@bold Tie} The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature.",
						"{@bold Undo} The rope undoes one of its knots, ties, or bindings."
					]
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The range increases by 50 feet, and you can animate 50 more feet of rope."
					]
				}
			}
		},
		{
			"name": "Animated Assault",
			"source": "APG",
			"page": 214,
			"level": 2,
			"traits": [
				"evocation"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "10-foot burst"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals {@damage 2d10} bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, the first time each round you {@action Sustain a Spell||Sustain this Spell}, dealing {@damage 1d10} bludgeoning damage (basic Reflex save) to each creature in the area."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The initial damage increases by {@damage 2d10} and the subsequent damage increases by {@damage 1d10}."
					]
				}
			}
		},
		{
			"name": "Aqueous Orb",
			"source": "APG",
			"page": 214,
			"level": 3,
			"traits": [
				"conjuration",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you {@action Cast a Spell||Cast the Spell} and each time you {@action Sustain a Spell||Sustain the Spell}, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. You can gain this effect multiple times in the same round by {@action Sustain a Spell||Sustaining the Spell} multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell.",
				"The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once.",
				"A creature that fails its save is pulled into the orb. It becomes {@condition grabbed}, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for {@quickref aquatic battles|CRB|3|aquatic combat}. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 {@skill Athletics} check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to {@action Escape} instead of {@action Swim}. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space.",
				"When the spell ends, all creatures the orb has engulfed are automatically released."
			]
		},
		{
			"name": "Armor of Bones",
			"source": "APG",
			"page": 230,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"cursebound",
				"necromancy",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"bones"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercing, and slashing damage."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the resistance by 1."
					]
				}
			}
		},
		{
			"name": "Battlefield Persistence",
			"source": "APG",
			"page": 230,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"cursebound",
				"divination",
				"divine",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"battle"
				]
			},
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"V"
				]
			],
			"trigger": "You are about to attempt a saving throw, but you haven't rolled yet.",
			"entries": [
				"You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an {@trait incapacitation} effect, it treats you as if you were 2 levels higher."
			]
		},
		{
			"name": "Beastmaster Trance",
			"source": "APG",
			"page": 161,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"archetype",
				"concentrate",
				"divination",
				"mental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "mile"
			},
			"targets": "one of your animal companions you can perceive",
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You enter a magical trance that allows you to perceive through the senses of the target companion. You attempt {@skill Perception} checks using your own {@skill Perception}, but you have any special senses the target has, such as {@ability low-light vision} or {@ability darkvision}. This spell grants no special method of communication with the chosen animal, so it follows any instructions you gave it before you entered the trance and, failing that, it does as it wishes.",
				"For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you {@condition flat-footed}. You can't take actions with the {@trait attack} or {@trait move} traits."
			],
			"heightened": {
				"X": {
					"6": [
						"Increase the range to 100 miles and the duration to sustained up to 10 minutes. The target can hear you through the spell, allowing you to Command the Animal or use other actions that have the {@trait auditory} trait."
					],
					"8": [
						"Increase the range to planetary and the duration to sustained up to 1 hour. You can communicate telepathically with the target for the duration of the trance."
					]
				}
			}
		},
		{
			"name": "Bestial Curse",
			"source": "APG",
			"page": 215,
			"level": 4,
			"traits": [
				"curse",
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 living humanoid",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target's body gains minor bestial features. Its insides churn as they partially transform, causing it to be {@condition clumsy 1} for 1 round. When it recovers from the {@condition clumsy} condition, its features revert to normal and the spell ends.",
						"Failure": "The target transforms into a bestial form for 1 hour. The target becomes {@condition clumsy 1} and gains weakness 1 to silver. It gains a claw, hoof, horn, or jaws {@action Strike} (your choice) that uses the target's unarmed {@action Strike} statistics except that the damage type changes to bludgeoning, piercing, or slashing, as appropriate. Whenever the target attempts to use any manipulate action, it must succeed at a DC {@flatDC 5} flat check or the action is lost.",
						"Critical Failure": "As failure, but the duration is unlimited."
					}
				}
			]
		},
		{
			"name": "Blanket of Stars",
			"source": "APG",
			"page": 215,
			"level": 6,
			"traits": [
				"illusion"
			],
			"traditions": [
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to {@skill Stealth} checks to {@action Hide} and {@action Sneak}. While outside under a starry night sky, you're also {@condition invisible} as long as you remain still. When moving under a starry night sky, you are {@condition concealed} instead.",
				"Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, {@trait visual} effect.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The creature is unaffected.",
						"Failure": "The creature is {@condition dazzled} until the end of its next turn.",
						"Critical Failure": "The creature is {@condition confused} and {@condition dazzled} until the end of its next turn."
					}
				}
			]
		},
		{
			"name": "Blinding Beauty",
			"source": "APG",
			"page": 235,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"emotion",
				"enchantment",
				"incapacitation",
				"sorcerer",
				"visual"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Nymph|APG"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"area": {
				"types": [
					"Cone"
				],
				"entry": "30-foot cone"
			},
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"You channel the allure of your nymph bloodline into a terribly beautiful glance. Each enemy in the area must attempt a Will saving throw.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature is {@condition dazzled} until the start of its next turn.",
						"Failure": "The creature is {@condition blinded} until the start of its next turn.",
						"Critical Failure": "The creature is {@condition blinded} for 1 minute."
					}
				}
			]
		},
		{
			"name": "Blinding Fury",
			"source": "APG",
			"page": 216,
			"level": 6,
			"traits": [
				"curse",
				"emotion",
				"enchantment",
				"incapacitation",
				"mental"
			],
			"traditions": [
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"V"
				]
			],
			"trigger": "A creature damages you.",
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "the triggering creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"You curse the target with your outrage at being attacked. The effect is determined by the target's Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target can't observe you until the end of its turn, and if you're currently {@condition observed} by it, you become {@condition hidden} to it.",
						"Failure": "As success, and for 1 minute, every time the target damages you, it can't observe you until the end of its turn.",
						"Critical Failure": "As success, and for an unlimited duration, the first time each round the target damages a creature, it can't observe that creature until the end of its turn. If it damages several creatures at once, the creature it can't perceive is chosen randomly among those creatures."
					}
				}
			]
		},
		{
			"name": "Blister",
			"source": "APG",
			"page": 216,
			"level": 5,
			"traits": [
				"necromancy"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You point at a target in range, and its skin grows searing blisters filled with caustic fluid. The target must attempt a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target grows one blister. You can spend a single action, which has the {@trait concentrate} trait, to pop a blister. The target and each creature in a 15-foot cone originating from the target takes {@damage 7d6} acid damage (basic Fortitude save). You choose the direction of the cone, which can't include the target. When no blisters are left, the spell ends.",
						"Failure": "As success, but the target grows two blisters.",
						"Critical Failure": "As success, but the target grows four blisters."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage of a popped blister increases by {@dice 1d6}."
					]
				}
			}
		},
		{
			"name": "Blistering Invective",
			"source": "APG",
			"page": 216,
			"level": 2,
			"traits": [
				"auditory",
				"emotion",
				"enchantment",
				"fear",
				"mental"
			],
			"traditions": [
				"occult"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"A heap of insults and invectives spew from your mouth\u2014words so devastating your foes burn from the intensity of your diatribe. Your words deal {@damage 2d6} {@condition persistent damage||persistent fire damage}, and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half the {@condition persistent damage||persistent fire damage}.",
						"Failure": "The target becomes {@condition frightened 1} and takes the full {@condition persistent damage||persistent fire damage}.",
						"Critical Failure": "The target becomes {@condition frightened 2} and takes double the {@condition persistent damage||persistent fire damage}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"You can target two additional creatures, and the {@condition persistent damage} increases by {@dice 2d6}."
					]
				}
			}
		},
		{
			"name": "Blood Vendetta",
			"source": "APG",
			"page": 216,
			"level": 2,
			"traits": [
				"curse",
				"necromancy"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"V"
				]
			],
			"trigger": "A creature deals piercing, slashing, or {@condition persistent damage||persistent bleed damage} to you",
			"requirements": "You can bleed.",
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "the triggering creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"You curse the target, punishing it for having the audacity to spill your blood. The target takes {@damage 2d6} {@condition persistent damage||persistent bleed damage} and must attempt a Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half the {@condition persistent damage||persistent bleed damage}.",
						"Failure": "The target takes the full {@condition persistent damage||persistent bleed damage}. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.",
						"Critical Failure": "As failure, but the target takes double the {@condition persistent damage||persistent bleed damage}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The {@condition persistent damage||persistent bleed damage} increases by {@dice 2d6}."
					]
				}
			}
		},
		{
			"name": "Blood Ward",
			"source": "APG",
			"page": 237,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"abjuration",
				"hex",
				"witch"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes."
			],
			"heightened": {
				"X": {
					"5": [
						"The status bonus increases to +2."
					]
				}
			}
		},
		{
			"name": "Brain Drain",
			"source": "APG",
			"page": 230,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cursebound",
				"enchantment",
				"mental",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"lore"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"You probe the target's mind to glean knowledge. This deals {@damage 1d8} mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to {@action Recall Knowledge}. Choose a skill that has the {@action Recall Knowledge} action, and use the target's skill modifier for the check."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The mental damage increases by {@damage 1d8}."
					]
				}
			}
		},
		{
			"name": "Cackle",
			"source": "APG",
			"page": 237,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"enchantment",
				"hex",
				"witch"
			],
			"cast": {
				"number": 1,
				"unit": "free"
			},
			"components": [
				[
					"V"
				]
			],
			"entries": [
				"With a quick burst of laughter, you prolong a {@trait magical} effect you created. You {@action Sustain a Spell}."
			]
		},
		{
			"name": "Call to Arms",
			"source": "APG",
			"page": 230,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"auditory",
				"cursebound",
				"emotion",
				"enchantment",
				"mental",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"battle"
				]
			},
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"V"
				]
			],
			"trigger": "You are about to roll for initiative.",
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "20-foot emanation"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You cry out a call to arms, inspiring your allies to enter the fray.",
				"Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration."
			],
			"heightened": {
				"X": {
					"6": [
						"The bonus increases to +3."
					],
					"9": [
						"The bonus increases to +4."
					]
				}
			},
			"miscTags": [
				"THP"
			]
		},
		{
			"name": "Chameleon Coat",
			"source": "APG",
			"page": 216,
			"level": 5,
			"traits": [
				"illusion"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 15,
				"unit": "feet"
			},
			"targets": "up to 8 creatures",
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to {@skill Stealth} checks to {@action Hide}. The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature."
			],
			"heightened": {
				"X": {
					"6": [
						"If a creature affected by this spell rolls a critical failure on its {@skill Stealth} check to {@action Sneak} within 30 feet of a creature that would spot it, it instead only fails its check, as the spell mildly hypnotizes the spotter."
					],
					"8": [
						"As 6th level, and the status bonus is +4."
					]
				}
			}
		},
		{
			"name": "Charitable Urge",
			"source": "APG",
			"page": 216,
			"level": 2,
			"traits": [
				"enchantment",
				"incapacitation",
				"mental"
			],
			"traditions": [
				"arcane",
				"divine",
				"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 speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target is {@condition stunned 1} as it wrestles with the urge.",
						"Failure": "On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be {@condition stunned} for 1 round instead of giving up the item. This might require the target to {@action Interact} to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an {@action Interact} action.",
						"Critical Failure": "As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success."
					}
				}
			]
		},
		{
			"name": "Chroma Leach",
			"source": "APG",
			"page": 217,
			"level": 4,
			"traits": [
				"necromancy"
			],
			"traditions": [
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 living creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living.",
				"The target must attempt a Fortitude save; creatures with the {@trait gnome} trait take a \u20132 circumstance penalty to this save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target is {@condition enfeebled 2} for 1 round.",
						"Failure": "The target is {@condition enfeebled 2} for 1 minute and {@condition drained 1}. The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the {@trait mental} and {@trait emotion} traits.",
						"Critical Failure": "As failure, but the creature is permanently {@condition enfeebled 2} and {@condition drained 2} (although magic such as restoration can reduce or remove these conditions)."
					}
				}
			]
		},
		{
			"name": "Claim Undead",
			"source": "APG",
			"page": 230,
			"focus": true,
			"level": 6,
			"traits": [
				"uncommon",
				"cursebound",
				"incapacitation",
				"necromancy",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"bones"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 undead creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You attempt to wrest control of a target undead or force it to recognize you as its master. If the target is {@condition controlled} by another creature, that controller attempts a Will saving throw to retain control; otherwise, the target must attempt a Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target is {@condition stunned 1} as it fights off your commands.",
						"Failure": "The target becomes {@condition controlled} by you and follows your orders. It (or the creature previously controlling it) can attempt a new Will save at the end of each of its turns, and the spell ends on a success. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order.",
						"Critical Failure": "As failure, but the target (or the creature previously controlling it) receives a new save only if you give it a new order that is against its nature."
					}
				}
			]
		},
		{
			"name": "Clinging Ice",
			"source": "APG",
			"page": 237,
			"level": 1,
			"focus": true,
			"traits": [
				"uncommon",
				"cantrip",
				"cold",
				"conjuration",
				"hex",
				"witch"
			],
			"subclass": {
				"Patron|Witch|APG": [
					"Winter"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"entry": "sustained, up to 1 minute",
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Freezing sleet and heavy snowfall collect on the target's feet and legs, dealing {@damage 1d4} cold damage and other effects depending on its Reflex save. Once this spell ends, the target becomes temporarily immune for 1 minute.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half damage.",
						"Failure": "The target takes full damage, and takes a \u20135-foot circumstance penalty to its Speeds until the spell ends.",
						"Critical Failure": "The target takes double damage and a \u201310-foot circumstance penalty to its Speeds until the spell ends."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d4}."
					]
				}
			}
		},
		{
			"name": "Clinging Shadows Stance",
			"source": "APG",
			"page": 229,
			"focus": true,
			"level": 4,
			"traits": [
				"uncommon",
				"evocation",
				"monk",
				"shadow",
				"stance"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"duration": {
				"entry": "until you leave the stance",
				"unit": "special"
			},
			"entries": [
				"You adopt the stance of clinging shadows. You can make shadow grasp {@action Strike||Strikes}. These deal {@damage 1d4} negative damage; are in the {@group brawling} group; and have the agile, grapple, {@trait reach}, and {@trait unarmed} traits.",
				"While in clinging shadows stance, you gain a +2 circumstance bonus to {@skill Athletics} checks to {@action Grapple}, and to the DC for creatures to {@action Escape} from you."
			]
		},
		{
			"name": "Consuming Darkness",
			"source": "APG",
			"page": 235,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"evocation",
				"shadow",
				"sorcerer"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Shadow|APG"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "10-foot emanation"
			},
			"targets": "enemies in the area",
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time each turn you {@action Sustain a Spell||Sustain the Spell}, the radius increases by 5 feet.",
				"Each enemy that enters the area or begins its turn in the area takes {@damage 2d6} negative damage and must attempt a Reflex save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature sinks partially into the shadow, taking half damage and a \u20135-foot circumstance penalty to its Speeds for as long it remains in the area.",
						"Failure": "As success, but the creature takes full damage and a \u201310-foot circumstance penalty.",
						"Critical Failure": "The creature is absorbed into the shadows, where it can be seen below the surface; it takes double damage and is {@condition immobilized} for 1 round or until it {@action Escape||Escapes}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Countless Eyes",
			"source": "APG",
			"page": 217,
			"level": 4,
			"traits": [
				"divination"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 creature",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can {@action Seek} in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight."
			]
		},
		{
			"name": "Cozy Cabin",
			"source": "APG",
			"page": 217,
			"level": 3,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"duration": {
				"dismiss": true,
				"number": 12,
				"unit": "hour"
			},
			"entries": [
				"You shape a cabin 20 feet on each side and 10 feet high. This cabin has the {@trait structure} trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied.",
				"The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the {@trait concentrate} trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most {@condition hostile} weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can {@action Dismiss} the spell."
			]
		},
		{
			"name": "Crashing Wave",
			"source": "APG",
			"page": 217,
			"level": 3,
			"traits": [
				"evocation",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Cone"
				],
				"entry": "30-foot cone"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"You summon a crashing wave that sweeps away from you. You deal {@damage 6d6} bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Curse of Death",
			"source": "APG",
			"page": 237,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"curse",
				"death",
				"hex",
				"necromancy",
				"witch"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to further castings of curse of death for 1 day.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1.",
						"Failure": "The target is afflicted with the curse of death at stage 1.",
						"Critical Failure": "The target is afflicted with the curse of death at stage 2."
					}
				},
				{
					"name": "Curse of Death",
					"type": "affliction",
					"traits": [
						"curse"
					],
					"note": "This curse ends immediately when the spell ends",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 4d6} negative damage and {@condition fatigued}",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 8d6} negative damage and {@condition fatigued}",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 12d6} negative damage and {@condition fatigued}",
							"duration": "1 round"
						},
						{
							"stage": 4,
							"entry": "death"
						}
					]
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the negative damage taken on a success and during the first three stages of the curse by {@dice 1d6}."
					]
				}
			}
		},
		{
			"name": "Curse of Lost Time",
			"source": "APG",
			"page": 217,
			"level": 3,
			"traits": [
				"curse",
				"negative",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 Large or smaller object, construct, or living creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"You mimic the process of aging or erosion on the target.",
				"The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials, as determined by the GM, are immune.",
				{
					"type": "list",
					"items": [
						"{@bold Object} If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes {@dice 4d6} damage (applying Hardness normally) and the item is cursed with an unlimited duration. Until the curse ends, the item becomes shoddy and can't be Repaired, and the curse attempts to counteract any spell that would restore the object's Hit Points. Remove curse can target an item affected by this spell.",
						"{@bold Construct} The construct takes {@dice 4d6} damage (basic Fortitude save). On a failure, for 1 hour the construct is {@condition clumsy 1}, is {@condition enfeebled 1}, and can't be Repaired, and the curse attempts to counteract any spell that would restore the construct's Hit Points. On a critical failure, these effects have an unlimited duration.",
						"{@bold Living Creature} The living creature must attempt a Fortitude save. Ageless creatures are immune."
					]
				},
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The living creature is unaffected.",
						"Success": "The living creature briefly ages, becoming {@condition clumsy 1} and {@condition enfeebled 1} for 1 round.",
						"Failure": "As success, with a duration of 1 hour.",
						"Critical Failure": "As success, with an unlimited duration."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Dance of Darkness",
			"source": "APG",
			"page": 193,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"darkness",
				"evocation"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"You dance, {@action Stride||Striding} up to half your Speed. At either the start or end of your {@action Stride}, you create an area of magical darkness in a 10-foot burst centered on your location. This area is filled with magical darkness that works the same way as that created by a {@spell darkness} spell of the same level. When you create the darkness, attempt a {@skill Performance} check to dance, with a standard DC for your level, to determine the duration of the darkness.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "1 minute",
						"Success": "2 rounds",
						"Failure": "1 round"
					}
				}
			]
		},
		{
			"name": "Debilitating Dichotomy",
			"source": "APG",
			"page": 231,
			"focus": true,
			"level": 4,
			"traits": [
				"uncommon",
				"cursebound",
				"evocation",
				"mental",
				"oracle"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature other than you",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"entries": [
				"You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take {@damage 9d6} mental damage with a basic Will save, and the target is {@condition stunned 1} if it critically fails its save. You get a degree of success one better than you rolled for your saving throw."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 3d6}."
					]
				}
			}
		},
		{
			"name": "Deceiver's Cloak",
			"source": "APG",
			"page": 238,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"hex",
				"illusion",
				"witch"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"unit": "unlimited",
				"sustained": true
			},
			"entries": [
				"You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-level {@spell illusory disguise}."
			],
			"heightened": {
				"X": {
					"6": [
						"You can appear as any creature of the same size, even with a completely different body shape."
					]
				}
			}
		},
		{
			"name": "Delay Affliction",
			"source": "APG",
			"page": 231,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"cursebound",
				"healing",
				"necromancy",
				"oracle",
				"positive"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"life"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"entries": [
				"With a surge of healing energy, you push back against an affliction threatening the target and grant a small amount of healing. The target recovers {@dice 3d8} Hit Points. You attempt to counteract any one affliction you are aware the target has, suspending its effects for 1 hour on a success rather than removing it. The target is then temporarily immune to delay affliction for 1 day. You don't need to have identified the name of the specific affliction, but you do need to be aware of it; for instance, you couldn't delay an ingested poison during its onset period unless you were aware of the poison."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The target recovers an additional {@dice 1d8} Hit Points and you can attempt to suspend an additional affliction."
					]
				}
			}
		},
		{
			"name": "Dim the Light",
			"source": "APG",
			"page": 236,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"darkness",
				"evocation",
				"sorcerer"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Shadow|APG"
				]
			},
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S"
				]
			],
			"trigger": "You cast a darkness or shadow spell.",
			"entries": [
				"You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a {@skill Stealth} check to {@action Hide}, and you can become {@condition hidden} to a creature even if you don't have cover and aren't otherwise {@condition concealed} from that creature.",
				"You cease being {@condition hidden} at the end of your turn unless you move into cover or become {@condition concealed} before then."
			]
		},
		{
			"name": "Discern Secrets",
			"source": "APG",
			"page": 238,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cantrip",
				"divination",
				"hex",
				"witch"
			],
			"subclass": {
				"Patron|Witch|APG": [
					"Rune"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You call upon your patron's power to better uncover secrets.",
				"When you {@action Cast a Spell||Cast the Spell}, the target can {@action Recall Knowledge}, {@action Seek}, or {@action Sense Motive}. The target gains a +1 status bonus to the skill or {@skill Perception} used for the roll, and this bonus remains as long as you {@action Sustain a Spell||Sustain the Spell}. The target is temporarily immune to discern secrets for 1 minute."
			],
			"heightened": {
				"X": {
					"5": [
						"You can target two creatures instead of one."
					]
				}
			}
		},
		{
			"name": "Dismantle",
			"source": "APG",
			"page": 218,
			"level": 2,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 non-magical object in your possession of 1 Bulk or less",
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You touch an object, and it immediately disassembles itself into its component pieces. The spell fails if the target lacks component pieces (such as a statue carved from one block of stone), and using it on a dangerous object like a snare or trap typically triggers it. The object gains the {@condition broken} condition, and the component pieces become small enough to be {@condition hidden} under normal clothing and armor. You can {@action Dismiss} the spell.",
				"When the spell ends, the object reassembles itself into its original form, appearing in your hand or hands if you have them free, or on the ground in front of you otherwise. Once reassembled, the object loses the {@condition broken} condition and its Hit Points return to the value the object had when you {@action Cast a Spell||Cast the Spell}."
			],
			"heightened": {
				"X": {
					"4": [
						"The spell lasts for 10 minutes."
					],
					"6": [
						"The spell lasts until your next daily preparations."
					]
				}
			}
		},
		{
			"name": "Dread Secret",
			"source": "APG",
			"page": 231,
			"focus": true,
			"level": 6,
			"traits": [
				"uncommon",
				"cursebound",
				"divination",
				"emotion",
				"fear",
				"mental",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"lore"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "up to 6 creatures",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"entry": "until the start of your next turn",
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"You utter a powerful secret at odds with the fundamental nature of the target creatures. Choose a specific resistance or weakness that you believe one or more of the targets have due to {@action Recall Knowledge} or previous experience with the targets, such as resistance to fire or weakness to silver. If the information is incorrect for a given target, the spell has no effect on that target. Affected targets must attempt a Will saving throw.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes 1 damage of the type of weakness you chose (thus triggering the creature's weakness), or loses its resistance until the end of your next turn if you chose a resistance.",
						"Failure": "As success, and the creature becomes {@condition frightened 1} from the revelation of its dread secret.",
						"Critical Failure": "As failure, except the creature is {@condition frightened 3}."
					}
				}
			]
		},
		{
			"name": "Dull Ambition",
			"source": "APG",
			"page": 218,
			"level": 4,
			"traits": [
				"curse",
				"enchantment",
				"mental",
				"misfortune"
			],
			"traditions": [
				"arcane",
				"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 curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "For 1 hour, the target rolls twice and uses the lower result on initiative rolls.",
						"Failure": "For 1 day, the target rolls twice and uses the lower result on initiative rolls and any check to determine the success of a downtime activity.",
						"Critical Failure": "As failure, but the duration is unlimited."
					}
				}
			]
		},
		{
			"name": "Déjà Vu",
			"source": "APG",
			"page": 218,
			"level": 1,
			"traits": [
				"enchantment",
				"incapacitation",
				"mental"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 2,
				"unit": "round"
			},
			"entries": [
				"You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn.",
				"If the target can't repeat an action, such as {@action Cast a Spell||Casting a Spell} that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes {@condition stupefied 1} until the end of its turn."
			],
			"alias": [
				"Deja Vu"
			]
		},
		{
			"name": "Elemental Betrayal",
			"source": "APG",
			"page": 238,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"evocation",
				"hex",
				"witch"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You call upon the elements to undermine your foe. When you {@action Cast a Spell||Cast this Spell}, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait."
			],
			"heightened": {
				"plusX": {
					"2": [
						"Increase the additional damage by 1."
					]
				}
			}
		},
		{
			"name": "Enervation",
			"source": "APG",
			"page": 218,
			"level": 4,
			"traits": [
				"necromancy",
				"negative"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Line"
				],
				"entry": "30-foot line"
			},
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes {@damage 2d8} {@condition persistent damage||persistent negative damage}.",
						"Failure": "The creature takes {@damage 4d8} {@condition persistent damage||persistent negative damage} and becomes {@condition drained 1}.",
						"Critical Failure": "The creature takes {@damage 4d8} {@condition persistent damage||persistent negative damage} and becomes {@condition drained 2} and {@condition doomed 1}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The {@condition persistent damage||persistent negative damage} increases by {@dice 1d8} on a success, or by {@dice 2d8} on a failure or critical failure."
					]
				}
			}
		},
		{
			"name": "Enlarge Companion",
			"source": "APG",
			"page": 234,
			"focus": true,
			"level": 4,
			"traits": [
				"uncommon",
				"polymorph",
				"ranger",
				"transmutation"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "your animal companion",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Huge, gaining the effects of a 4th-level {@spell enlarge} spell."
			]
		},
		{
			"name": "Ephemeral Tracking",
			"source": "APG",
			"page": 234,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"divination",
				"ranger"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use {@skill Survival} to {@action Track} through both air and water, noticing aerial or aquatic \"tracks\" of all creatures who passed nearby in the last hour. It's more difficult to {@action Track} in this way: the DC to {@action Track} through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It's possible to {@action Cover Tracks} against this spell, but creatures might not realize they need to do so."
			]
		},
		{
			"name": "Establish Ward",
			"source": "APG",
			"page": 236,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"abjuration",
				"sorcerer"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Nymph|APG"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Burst"
				],
				"entry": "30-foot burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make nature's wrath {@action Strike||Strikes} by commanding plants, wind, rocks, and other natural features to attack enemies. These are melee {@action Strike||Strikes} that use your spell attack modifier, can target any creature within the ward, and deal bludgeoning, piercing, or slashing damage equal to {@dice 2d8} plus your spellcasting ability modifier.",
				"Upon {@action Cast a Spell||Casting the Spell}, you can immediately make a single nature's wrath {@action Strike}. You are {@condition quickened} while inside the ward, and can use the additional action only to make nature's wrath {@action Strike||Strikes}. You are {@condition slowed 1} while outside the area."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The area increases by 5 feet, and the {@action Strike||Strikes} deal an additional {@dice 1d8} damage."
					]
				}
			}
		},
		{
			"name": "Evil Eye",
			"source": "APG",
			"page": 238,
			"level": 1,
			"focus": true,
			"traits": [
				"uncommon",
				"cantrip",
				"curse",
				"emotion",
				"enchantment",
				"fear",
				"hex",
				"mental",
				"witch"
			],
			"subclass": {
				"Patron|Witch|APG": [
					"Curse"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Your fix your eye on the target, imposing a malevolent hex.",
				"The target becomes {@condition frightened} based on the results of its Will save. This condition value can't be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The target is unaffected.",
						"Failure": "The target is {@condition frightened 1}.",
						"Critical Failure": "The target is {@condition frightened 2}."
					}
				}
			]
		},
		{
			"name": "Familiar's Face",
			"source": "APG",
			"page": 218,
			"level": 3,
			"traits": [
				"divination",
				"scrying"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S"
				]
			],
			"range": {
				"number": 1,
				"unit": "mile"
			},
			"targets": "1 willing creature that is your animal companion or familiar",
			"duration": {
				"unit": "unlimited",
				"sustained": true
			},
			"entries": [
				"The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses.",
				"If you can cast a spell with the {@trait revelation} trait that affects your senses, such as {@spell see invisibility}, while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use {@action Command an Animal} on the target as part of {@action Sustain a Spell||Sustaining this Spell}. You don't need line of sight or line of effect to your target when you {@action Cast a Spell||Cast this Spell}."
			]
		},
		{
			"name": "Final Sacrifice",
			"source": "APG",
			"page": 219,
			"level": 2,
			"traits": [
				"evocation",
				"fire"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "1 creature with the minion trait that you summoned or permanently control",
			"entries": [
				"You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it take {@damage 6d6} fire damage (basic Reflex save)",
				"If the target has the {@trait cold} or {@trait water} trait, the spell instead deals cold damage and gains the {@trait cold} trait in place of the {@trait fire} trait. If used on a creature that isn't mindless, this spell has the {@trait evil} trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Flaming Fusillade",
			"source": "APG",
			"page": 232,
			"focus": true,
			"level": 6,
			"traits": [
				"uncommon",
				"cursebound",
				"evocation",
				"fire",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"flames"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cast {@spell produce flame} as part of casting flaming fusillade. For the duration of flaming fusillade, produce flame's casting time is reduced from 2 actions to 1."
			],
			"heightened": {
				"X": {
					"9": [
						"For the duration, you also gain a status bonus to the damage dealt by produce flame equal to flaming fusillade's spell level."
					]
				}
			}
		},
		{
			"name": "Force Cage",
			"source": "APG",
			"page": 219,
			"level": 7,
			"traits": [
				"evocation",
				"force"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Misc."
				],
				"entry": "1 cube 20 feet on each side"
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You create an immobile, {@condition invisible} prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails.",
				"The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited.",
				"Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a {@spell disintegrate} spell of any level, or by contact with a {@item rod of cancellation|apg} or {@item sphere of annihilation|gmg}."
			]
		},
		{
			"name": "Fungal Infestation",
			"source": "APG",
			"page": 220,
			"level": 2,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"area": {
				"types": [
					"Cone"
				],
				"entry": "15-foot cone"
			},
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal {@damage 2d6} {@condition persistent damage||persistent poison damage}, and each creature must attempt a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The target takes half the {@condition persistent damage||persistent poison damage}.",
						"Failure": "The target takes the full {@condition persistent damage||persistent poison damage}. While it is taking this {@condition persistent damage||persistent poison damage}, it has weakness 1 to fire and weakness 1 to slashing.",
						"Critical Failure": "As failure, but double the {@condition persistent damage||persistent poison damage}. While it is taking this {@condition persistent damage||persistent poison damage}, it has weakness 2 to fire and weakness 2 to slashing."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The {@condition persistent damage} increases by {@dice 2d6}, and the weakness increases by 1, or by 2 on a critical failure."
					]
				}
			}
		},
		{
			"name": "Genie's Veil",
			"source": "APG",
			"page": 236,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"abjuration",
				"sorcerer"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Genie|APG"
				]
			},
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S"
				]
			],
			"trigger": "A creature within range is attacked.",
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 willing creature",
			"entries": [
				"With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become {@condition concealed} against the triggering attack and until the end of the current creature's turn."
			]
		},
		{
			"name": "Ghostly Tragedy",
			"source": "APG",
			"page": 220,
			"level": 4,
			"traits": [
				"uncommon",
				"divination"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "minute",
				"entry": "(1 minute)"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "60-foot emanation"
			},
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you {@action Cast a Spell||Cast the Spell}. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines.",
				"Once the scene ends, you take {@damage 2d6} negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that {@condition observed} the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information."
			]
		},
		{
			"name": "Gravity Weapon",
			"source": "APG",
			"page": 234,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"evocation",
				"ranger"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike.",
				"On your first weapon {@action Strike} each round, you gain a status bonus to damage equal to twice the number of weapon damage dice."
			]
		},
		{
			"name": "Grisly Growths",
			"source": "APG",
			"page": 220,
			"level": 5,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 corporeal creature",
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"entries": [
				"This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result.",
				"The target takes {@damage 10d6} piercing damage (basic Fortitude save) as the new features erupt. This spell has no effect on a target with a mutable anatomy or no limbs, such as an ooze or a protean. The growths rot rapidly and fall away after 1 round.",
				"In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour.",
				"This additional effect is a {@trait mental} and {@trait visual} effect.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The creature is unaffected.",
						"Failure": "The creature is {@condition sickened 1}.",
						"Critical Failure": "The character is {@condition sickened 2}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Heal Companion",
			"source": "APG",
			"page": 234,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"healing",
				"necromancy",
				"positive",
				"ranger"
			],
			"cast": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 1} or {@as 2}"
			},
			"components": [
				[
					"S"
				],
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "your animal companion",
			"entries": [
				"You harness positive energy to heal your animal companion's wounds. You restore {@dice 1d10} Hit Points to your animal companion. The number of actions you spend {@action Cast a Spell||Casting this Spell} determines range and other parameters.",
				"{@b {@as 1} (somatic)} The spell has a range of touch.",
				"{@b {@as 2} (somatic, verbal)} The spell has a range of 30 feet and restores an additional 8 Hit Points to the target."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The amount of healing increases by {@dice 1d10}, and the additional healing for the 2-action version increases by 8."
					]
				}
			}
		},
		{
			"name": "Heart's Desire",
			"source": "APG",
			"page": 236,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"emotion",
				"illusion",
				"mental",
				"sorcerer"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Genie|APG"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and is unaffected.",
						"Success": "For 1 round, the target is {@condition stupefied 2} and takes a \u20132 status penalty to any checks it makes to determine the effects of reactions.",
						"Failure": "For 1 minute, the target is {@condition stupefied 2} and can't use reactions.",
						"Critical Failure": "As failure, and all spaces are {@quickref difficult terrain||3|terrain} for the target."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"You can target one additional creature."
					]
				}
			}
		},
		{
			"name": "Heat Metal",
			"source": "APG",
			"page": 220,
			"level": 2,
			"traits": [
				"evocation",
				"fire"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 metal item or metal creature",
			"entries": [
				"This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals {@damage 4d6} fire damage and {@damage 2d4} {@condition persistent damage||persistent fire damage} to the creature, which must attempt a Reflex saving throw.",
				"If you target an item held by the creature, the creature can {@action Release} the item to improve their degree of success by one step from the result of their saving throw. The {@condition persistent damage} is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the {@condition persistent damage} as normal, since the item remains hot and can sear someone who picks it up.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage and the object deals no {@condition persistent damage||persistent fire damage}.",
						"Failure": "The creature takes full damage and the object deals full {@condition persistent damage}.",
						"Critical Failure": "As failure, but the creature takes double damage and the object deals double {@condition persistent damage}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The initial damage increases by {@damage 2d6} and the {@condition persistent damage} increases by {@dice 1d4}."
					]
				}
			}
		},
		{
			"name": "Heroic Feat",
			"source": "APG",
			"page": 232,
			"focus": true,
			"level": 6,
			"traits": [
				"uncommon",
				"cursebound",
				"divination",
				"mental",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"battle"
				]
			},
			"cast": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 2} or {@as 3}"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"entries": [
				"You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your mystery provides. When you {@action Cast a Spell||Cast this Spell}, you use the action granted by one common fighter feat from pages 144\u2013153 of the Core Rulebook or pages 126\u2013127 of this book (your GM might add feats to this list). If you {@action Cast a Spell||Cast this Spell} using 2 actions, the granted action must be a single action, and if you {@action Cast a Spell||Cast this Spell} using 3 actions, you can instead choose a feat that grants a 2-action activity. The chosen feat's level can be no higher than heroic feat's spell level. The feat can't have a Frequency entry, and you must meet its prerequisites and requirements in order to select it."
			]
		},
		{
			"name": "Hunter's Luck",
			"source": "APG",
			"page": 235,
			"focus": true,
			"level": 2,
			"traits": [
				"uncommon",
				"divination",
				"fortune",
				"ranger"
			],
			"cast": {
				"number": 1,
				"unit": "free"
			},
			"components": [
				[
					"V"
				]
			],
			"trigger": "You attempt a check to {@action Recall Knowledge} about a creature, but you haven't rolled yet.",
			"entries": [
				"You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result."
			]
		},
		{
			"name": "Hunter's Vision",
			"source": "APG",
			"page": 235,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"divination",
				"ranger"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 hunted prey",
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your {@action Hunt Prey} benefits even if it wouldn't normally be due to lighting or the {@condition concealed} or {@condition invisible} conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the {@condition concealed} condition, and the target isn't automatically {@condition hidden} from you due to darkness or being {@condition invisible}."
			]
		},
		{
			"name": "Hymn of Healing",
			"source": "APG",
			"page": 228,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"bard",
				"composition",
				"healing",
				"necromancy",
				"positive"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "you or 1 ally",
			"duration": {
				"number": 4,
				"unit": "round",
				"sustained": true
			},
			"entries": [
				"Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you {@action Cast a Spell||Cast the Spell} and the first time each round you {@action Sustain a Spell||Sustain the Spell}, the target gains 2 temporary Hit Points, which last for 1 round."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The fast healing and temporary Hit Points each increase by 2."
					]
				}
			},
			"miscTags": [
				"THP"
			]
		},
		{
			"name": "Ice Storm",
			"source": "APG",
			"page": 220,
			"level": 4,
			"traits": [
				"cold",
				"evocation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "20-foot burst"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You create a gray storm cloud that pelts creatures with an icy deluge. When you {@action Cast a Spell||Cast the Spell}, a burst of magical hail deals {@damage 2d8} bludgeoning damage and {@damage 2d8} cold damage to each creature in the area below the cloud (basic Reflex save). Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area {@quickref difficult terrain||3|terrain}. Any creature that ends its turn in the storm takes 2 cold damage. If you {@spell Cast a Spell||Cast this Spell} outdoors, you can create two non-overlapping clouds instead of one. As normal, if a big creature is in both clouds, it still only takes the initial damage once and the continuing damage once per turn."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The initial bludgeoning damage and cold damage increase by {@dice 1d8} each, and the cold damage creatures take at the end of their turns increases by 1."
					]
				}
			}
		},
		{
			"name": "Impaling Spike",
			"source": "APG",
			"page": 221,
			"level": 5,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals {@damage 8d6} piercing damage. The target must attempt a Reflex save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target dodges the spike and is unaffected.",
						"Success": "The target is struck by the spike and takes half damage.",
						"Failure": "The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes {@condition immobilized}. It can attempt to {@action Escape} (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns.",
						"Critical Failure": "As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is {@condition flat-footed} as long as it's impaled."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Imprint Message",
			"source": "APG",
			"page": 221,
			"otherSources": {
				"Originally": [
					"AoA3|74"
				]
			},
			"level": 1,
			"traits": [
				"divination"
			],
			"traditions": [
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 object",
			"entries": [
				"You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts {@spell object reading|APG} on the target object, replacing any emotional events the item was present for. If the object is in the area of a {@spell retrocognition} spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions.",
				"If the object is targeted with {@spell read aura} of a higher spell level than {@i imprint message}, the caster learns that the object has been magically modified. When you {@action Cast a Spell||Cast this Spell}, any prior vibrations placed on an object by previous castings of {@i imprint message} fade."
			]
		},
		{
			"name": "Incendiary Aura",
			"source": "APG",
			"page": 232,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cursebound",
				"evocation",
				"fire",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"flames"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "10-foot emanation"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking {@damage 2d4} {@condition persistent damage||persistent fire damage}."
			],
			"heightened": {
				"plusX": {
					"2": [
						"Increase the {@condition persistent damage} by {@dice 1d4} and the radius of the emanation by 5 feet."
					]
				}
			}
		},
		{
			"name": "Indestructibility",
			"source": "APG",
			"page": 221,
			"level": 10,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"entry": "until the start of your next turn",
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"You can't be affected by anything unless you choose to be.",
				"For the duration of the spell, you are immune to any effect or damage that would harm you, excluding effects caused by artifacts, deific power, and similarly powerful sources. You can still be affected by anything you're willing to have affect you."
			]
		},
		{
			"name": "Interstellar Void",
			"source": "APG",
			"page": 232,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"cold",
				"cursebound",
				"evocation",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"cosmos"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You call upon the frigid depths of outer space to bring a terrible chill to your enemy. The target is cloaked in the freezing void, which deals {@damage 3d6} cold damage immediately and the first time each round you {@action Sustain a Spell||Sustain the Spell} on future turns, with a basic Fortitude save.",
				"The target is {@condition fatigued} for as long as the effect persists."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The cold damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Invisible Item",
			"source": "APG",
			"page": 221,
			"level": 1,
			"traits": [
				"illusion"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 object",
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"You make the object {@condition invisible}. This makes it {@condition undetected} to all creatures, though the creatures can attempt to find the target, making it {@condition hidden} to them instead if they succeed. If the item is used as part of a {@condition hostile} action, the spell ends after that {@condition hostile} action is completed. Making a weapon {@condition invisible} typically doesn't give any advantage to the attack, except that an {@condition invisible} thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker."
			],
			"heightened": {
				"X": {
					"3": [
						"The duration is until the next time you make your daily preparations."
					],
					"7": [
						"The duration is unlimited."
					]
				}
			}
		},
		{
			"name": "Ki Form",
			"source": "APG",
			"page": 229,
			"focus": true,
			"level": 9,
			"traits": [
				"uncommon",
				"monk",
				"polymorph"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your {@action Strike||Strikes} deal {@damage 1d6} additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a {@trait light} effect. Your corona is a 5-foot emanation that deals {@dice 2d6} damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a {@trait darkness} effect, the corona's glow attempts to counteract the {@trait darkness} effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the {@trait concentrate} trait, you can flare your corona out to become a 30-foot emanation.",
				"In your ki form, your emotions surge to the forefront and it's difficult to moderate your attacks. Your weapons and unarmed attacks lose the {@trait nonlethal} trait. You take a \u20132 status penalty to saves against {@trait emotion} effects but gain a +2 status bonus to saves against all other {@trait mental} effects."
			]
		},
		{
			"name": "Life Boost",
			"source": "APG",
			"page": 238,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"healing",
				"hex",
				"necromancy",
				"witch"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"duration": {
				"number": 4,
				"unit": "round"
			},
			"entries": [
				"You temporarily bolster the target's vitality. The target gains fast healing equal to double the spell's level."
			]
		},
		{
			"name": "Life Link",
			"source": "APG",
			"page": 232,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cursebound",
				"healing",
				"necromancy",
				"oracle",
				"positive"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"life"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature other than you",
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You forge a connection of life energy between you and your target, distributing harm between both of you. When you first {@action Cast a Spell||Cast the Spell}, the target recovers {@dice 1d4} Hit Points. The first time each round that the target takes damage, reduce the damage it takes by 3 (to a minimum of 0 damage). You lose 3 Hit Points each time, or the total damage dealt, if less than 3; this damage ignores any immunities or resistances you have and can't otherwise be mitigated in any way.",
				"The spell ends immediately if you fall {@condition unconscious}. You can {@action Dismiss} the spell."
			],
			"heightened": {
				"X": {
					"3": [
						"You can target 2 creatures other than you. Increase the initial healing to {@dice 3d4} and the maximum damage reduced and Hit Points lost to 5."
					],
					"6": [
						"You can target 3 creatures other than you. Increase the initial healing to {@dice 6d4} and the maximum damage reduced and Hit Points lost to 10."
					],
					"9": [
						"You can target 4 creatures other than you. Increase the initial healing to {@dice 9d4} and the maximum damage reduced and Hit Points lost to 15."
					]
				}
			}
		},
		{
			"name": "Life-giving Form",
			"source": "APG",
			"page": 232,
			"focus": true,
			"level": 6,
			"traits": [
				"uncommon",
				"cursebound",
				"healing",
				"light",
				"necromancy",
				"oracle",
				"positive"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"life"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You transcend your physical form, becoming a beacon of healing energy. Your body exudes bright light like a torch.",
				"You gain resistance 5 to precision damage and weakness 5 to negative damage, and your unarmed {@action Strike||Strikes} deal an extra {@damage 1d4} positive damage.",
				"You can touch a living creature with an {@action Interact} action to restore {@dice 6d8} Hit Points to it, and when a creature touches you with an {@action Interact} action you can allow it to gain the same healing; either way, the creature becomes temporarily immune to life-giving form's healing for 1 minute. This is a positive {@trait healing} effect. You can't heal yourself with life-giving form. A creature harmed by positive damage (such as an undead) that touches you or damages you with an unarmed attack or non-reach melee weapon instead takes {@damage 3d4} positive damage, and it doesn't become temporarily immune.",
				"You can {@action Dismiss} this spell."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the Hit Points restored with an {@action Interact} action by {@dice 1d8}, the positive damage by 1, and the resistance and weakness by 1."
					]
				}
			}
		},
		{
			"name": "Lightning Storm",
			"source": "APG",
			"page": 221,
			"level": 5,
			"traits": [
				"electricity",
				"evocation"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"M",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"entry": "20-foot burst",
				"types": [
					"Burst"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You create a black, rumbling storm cloud and call down one lightning bolt within the spell's area. The bolt is a vertical line from the top of the storm cloud to the ground below, dealing {@damage 4d12} electricity damage to creatures in the line (basic Reflex save). On subsequent rounds, the first time you {@action Sustain a Spell||Sustain the Spell} each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage of each bolt increases by {@dice 1d12}."
					]
				}
			}
		},
		{
			"name": "Litany of Depravity",
			"source": "APG",
			"page": 228,
			"focus": true,
			"level": 7,
			"traits": [
				"uncommon",
				"champion",
				"evil",
				"evocation",
				"litany"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 good creature",
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The weakness increases by 1."
					]
				}
			}
		},
		{
			"name": "Litany of Self-interest",
			"source": "APG",
			"page": 229,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"champion",
				"enchantment",
				"evil",
				"litany",
				"mental"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't care about its limitations can voluntarily fail the save. The target then becomes temporarily immune to all your litanies for 1 minute.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The target is unaffected.",
						"Failure": "The target gains a +2 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. The target can't {@action Aid} other creatures, consider any creature an ally, or use spells or abilities that directly benefit another creature (as determined by the GM), even if they also benefit the target. Other creatures allied with the spell's target can still consider the target an ally and affect it accordingly."
					}
				}
			],
			"heightened": {
				"X": {
					"8": [
						"The status bonus increases to +3."
					]
				}
			}
		},
		{
			"name": "Mad Monkeys",
			"source": "APG",
			"page": 222,
			"level": 3,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "5-foot burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys.",
				"Choose the kind of mischief your monkeys make when you {@action Cast a Spell||Cast the Spell}. They produce the effect listed for that mischief when you {@action Cast a Spell||Cast the Spell} and the first time each round you {@action Sustain a Spell||Sustain the Spell}. When you {@action Sustain a Spell||Sustain the Spell}, you can move the area of the monkeys by 5 feet.",
				{
					"type": "list",
					"items": [
						"{@bold Flagrant Burglary} The monkeys try to {@action Steal} any one item from one creature in the area. Use your spell DC \u2013 10 as the monkeys' {@skill Thievery} modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys\u2014even for the caster\u2014requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose.",
						"{@bold Raucous Din} The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save."
					]
				},
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected and is temporarily immune for 10 minutes.",
						"Success": "The creature is unaffected.",
						"Failure": "For 1 round, the creature must succeed at a DC {@flatDC 5} flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action.",
						"Critical Failure": "As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area."
					}
				}
			]
		},
		{
			"name": "Magic Hide",
			"source": "APG",
			"page": 235,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"abjuration",
				"ranger"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "your animal companion",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Your animal companion grows a thicker hide, matted fur, or a harder shell, granting it a +1 status bonus to AC."
			]
		},
		{
			"name": "Magic Stone",
			"source": "APG",
			"page": 222,
			"level": 1,
			"traits": [
				"necromancy",
				"positive"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 1} to {@as 3}"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 to 3 non-magical stones or sling bullets",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-magical stone or sling bullet for every action you use {@action Cast a Spell||Casting this Spell}.",
				"The stones must be unattended or carried by you or a willing ally. The stones become +1 striking disrupting sling bullets. Each stone can be used only once, after which it crumbles to dust."
			]
		},
		{
			"name": "Malicious Shadow",
			"source": "APG",
			"page": 238,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"evocation",
				"hex",
				"shadow",
				"witch"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You reshape the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target. When you {@action Cast a Spell||Cast the Spell}, and each time you {@action Sustain a Spell||Sustain the Spell}, the shadow makes a {@action Strike} against the target. The shadow moves along with the foe, always remaining within reach. If you {@action Sustain a Spell||Sustain the Spell} multiple times in a round, you gain this effect each time. The shadow uses and contributes to your multiple attack penalty.",
				"The shadow's {@action Strike||Strikes} are melee spell attacks. Regardless of its shape, the shadow's {@action Strike||Strikes} deal damage equal to {@dice 1d10} plus your spellcasting ability modifier. You choose the type of damage when you {@action Cast a Spell||Cast the Spell}, choosing from bludgeoning, piercing, or slashing damage. The shadow doesn't take up space, grant flanking, or have any other attributes a creature would. The shadow can't make any attacks other than its {@action Strike}.",
				"The shadow vanishes if the target moves into an area of complete darkness or enters an area with light from all directions such that the target doesn't cast a shadow. If another effect is controlling the target's shadow when you cast {@spell malicious shadow|APG}, you can attempt to counteract that effect to temporarily take control of the shadow, but the original effect resumes when malicious shadow ends."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The {@action Strike} damage increases by {@damage 1d10}."
					]
				}
			}
		},
		{
			"name": "Medusa's Wrath",
			"source": "APG",
			"page": 229,
			"focus": true,
			"level": 8,
			"traits": [
				"uncommon",
				"monk",
				"transmutation"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"entries": [
				"You make an attack filled with a medusa's petrifying power.",
				"Make an unarmed {@action Strike} with the following additional effects.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is {@condition slowed 2} and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the {@trait incapacitation} trait. On a failed save, the {@condition slowed} condition increases by 1 (2 on a critical failure). A successful save reduces the {@condition slowed} condition by 1. When a creature is unable to act due to the {@condition slowed} condition from medusa's wrath, it is {@condition petrified} permanently. The spell ends if the creature is {@condition petrified} or the {@condition slowed} condition is removed.",
						"Success": "As critical success, but the target is initially {@condition slowed 1}."
					}
				}
			]
		},
		{
			"name": "Moonlight Bridge",
			"source": "APG",
			"page": 233,
			"focus": true,
			"level": 6,
			"traits": [
				"uncommon",
				"conjuration",
				"cursebound",
				"light",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"cosmos"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"duration": {
				"dismiss": true,
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the ground on a point within range, and it extends as a horizontal plane, either in a straight line or at any angle up to 45 degrees upward or downward, for up to 120 feet. This bridge has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. You and your allies can cross the bridge normally, but other creatures simply pass through it if they try to do so.",
				"The bridge blocks physical, ethereal, and incorporeal attacks from crossing, whether from above or below. You can {@action Dismiss} the spell."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The length of the bridge increases by 20 feet, and its Hit Points increase by 20."
					]
				}
			}
		},
		{
			"name": "Needle of Vengeance",
			"source": "APG",
			"page": 238,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"enchantment",
				"hex",
				"mental",
				"witch"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 enemy",
			"savingThrow": {
				"type": [
					"W"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a {@condition hostile} action against the named creature."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by 2."
					]
				}
			}
		},
		{
			"name": "Noxious Vapors",
			"source": "APG",
			"page": 222,
			"level": 1,
			"traits": [
				"evocation",
				"poison"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "10-foot emanation"
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"You emit a cloud of toxic smoke that temporarily obscures you from sight. Each creature except you in the area when you {@action Cast a Spell||Cast the Spell} takes {@damage 1d6} poison damage (basic Fortitude save). A creature that critically fails the saving throw also becomes {@condition sickened 1}. All creatures in the area become {@condition concealed}, and all creatures outside the smoke become {@condition concealed} to creatures within it. This smoke can be dispersed by a strong wind."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Nudge Fate",
			"source": "APG",
			"page": 239,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cantrip",
				"divination",
				"hex",
				"witch"
			],
			"subclass": {
				"Patron|Witch|APG": [
					"Fate"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You read slightly into the future and give fate a tiny push to achieve the result you desire. Once during the duration, when the target fails an attack roll, skill check, or saving throw and a +1 status bonus would turn a critical failure into a failure, or failure into a success, you grant the target a +1 status bonus to the check retroactively, changing the outcome appropriately. The spell then ends, and the target is temporarily immune for 1 minute.",
				"If you cast {@spell nudge fate|APG} while a previous casting of this hex is still in effect, the previous effect ends."
			]
		},
		{
			"name": "Nymph's Token",
			"source": "APG",
			"page": 236,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"enchantment",
				"sorcerer"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Nymph|APG"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You grant an ally a token of favor. You create a token, such as a lock of your hair or a flower, that persists for the spell's duration; as part of {@action Cast a Spell||Casting the Spell}, you can {@action Interact} to pass the token to an ally within your reach. As long as the ally has the token on their person, they gain a +1 status bonus to {@skill Performance} checks and Will saves. You can {@action Dismiss} the spell as a free action."
			],
			"heightened": {
				"X": {
					"4": [
						"As long as the ally has the token on their person, you can cast spells that have a range of touch on them at a range of 30 feet."
					]
				}
			}
		},
		{
			"name": "Object Reading",
			"source": "APG",
			"page": 222,
			"otherSources": {
				"Originally": [
					"AoA3|74"
				]
			},
			"level": 1,
			"traits": [
				"divination"
			],
			"traditions": [
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 object",
			"entries": [
				"You place a hand on an object to learn a piece of information about an emotional event that occurred involving the object within the past week, determined by the GM. If you cast {@spell object reading|APG} on the same item multiple times, you can either concentrate on a single event to gain additional pieces of information about that event, or gain a piece of information about another emotional event in the applicable time frame."
			],
			"heightened": {
				"X": {
					"2": [
						"You can learn about an event that occurred within the last month."
					],
					"4": [
						"You can learn about an event that occurred within the last year."
					],
					"6": [
						"You can learn about an event that occurred within the last decade."
					],
					"8": [
						"You can learn about an event that occurred within the last century."
					],
					"9": [
						"You can learn about an event that occurred within the entirety of the object's history."
					]
				}
			}
		},
		{
			"name": "Ode to Ouroboros",
			"source": "APG",
			"page": 228,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"bard",
				"composition",
				"necromancy"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"V"
				]
			],
			"trigger": "A creature's {@condition dying} condition would reach the value at which they would die.",
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "the triggering creature",
			"entries": [
				"Your ode temporarily staves off death. The target's {@condition dying} condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its {@condition dying} condition, such as disintegrate and {@trait death} effects."
			]
		},
		{
			"name": "Personal Blizzard",
			"source": "APG",
			"page": 239,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"conjuration",
				"hex",
				"witch"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You summon an isolated blizzard of obscuring, scouring ice to follow your target. The target attempts a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes {@damage 1d6} cold damage, and the spell ends.",
						"Failure": "The target takes {@damage 1d6} cold damage and {@damage 1d6} {@condition persistent damage||persistent cold damage}. (The {@condition persistent damage} automatically ends when the spell ends.) It is {@condition concealed} to other creatures, and other creatures are {@condition concealed} to it.",
						"Critical Failure": "As failure, but both the cold damage and the {@condition persistent damage||persistent cold damage} increase to {@dice 2d6}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The cold damage and {@condition persistent damage||persistent cold damage} increase by 1 (2 on a critical failure)."
					]
				}
			}
		},
		{
			"name": "Pet Cache",
			"source": "APG",
			"page": 222,
			"level": 1,
			"traits": [
				"conjuration",
				"extradimensional"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 willing creature that is your animal companion or familiar",
			"duration": {
				"dismiss": true,
				"number": 8,
				"unit": "hour"
			},
			"entries": [
				"You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.",
				"You can {@action Dismiss} the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered)."
			]
		},
		{
			"name": "Phantasmal Treasure",
			"source": "APG",
			"page": 223,
			"level": 2,
			"traits": [
				"emotion",
				"illusion",
				"mental"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 living creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure\u2014be it a pile of items, a deific avatar, or a cherished loved one or hero.",
				"The target's response to the treasure is based on the outcome of the target's Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target becomes {@condition fascinated} with the treasure, and the duration is until the end of its turn. The target can also try to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0}, the spell ends.",
						"Failure": "As success, but the duration is 1 minute.",
						"Critical Failure": "As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also {@action Interact} to converse with it.)"
					}
				}
			]
		},
		{
			"name": "Phase Familiar",
			"source": "APG",
			"page": 239,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"abjuration",
				"hex",
				"witch"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S"
				]
			],
			"trigger": "Your familiar would take damage.",
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "your familiar",
			"entries": [
				"You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the resistance by 2."
					]
				}
			}
		},
		{
			"name": "Pied Piping",
			"source": "APG",
			"page": 228,
			"focus": true,
			"level": 10,
			"traits": [
				"uncommon",
				"bard",
				"composition",
				"enchantment",
				"incapacitation",
				"mental",
				"sonic"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "5-foot emanation"
			},
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"dismiss": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you {@action Cast a Spell||Cast the Spell} or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can spend a single action, which has the {@trait concentrate} trait, to increase the emanation's radius by 5 feet. You can {@action Dismiss} the spell.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature is {@condition fascinated} with you.",
						"Failure": "The creature uses all its actions to move toward you and compliment your performance. This effect ends if a {@condition hostile} action is used against the affected creature.",
						"Critical Failure": "The target gains the minion trait and is {@condition controlled} by you. This effect ends if a {@condition hostile} action is used against the affected creature, or if you direct the creature to use any action that causes it harm."
					}
				}
			]
		},
		{
			"name": "Pummeling Rubble",
			"source": "APG",
			"page": 223,
			"level": 1,
			"traits": [
				"earth",
				"evocation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Cone"
				],
				"entry": "15-foot cone"
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"entries": [
				"A spray of heavy rocks flies through the air in front of you. The rubble deals {@damage 2d4} bludgeoning damage to each creature in the area. Each creature must attempt 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 is pushed 5 feet away from you.",
						"Critical Failure": "The creature takes double damage and is pushed 10 feet away from you."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by {@dice 2d4}."
					]
				}
			}
		},
		{
			"name": "Quench",
			"source": "APG",
			"page": 223,
			"level": 2,
			"traits": [
				"abjuration",
				"water"
			],
			"traditions": [
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "20-foot burst"
			},
			"duration": {
				"unit": "unlimited",
				"sustained": true
			},
			"entries": [
				"You cause the air in the area to become supersaturated with water vapor. Non-magical fires within the area are automatically extinguished. Fire creatures within the area take {@dice 4d8} damage (basic Fortitude save). Choose one magical fire, fire spell, or fire item in the area and attempt to counteract it. If you succeed against an item, the item loses its fire properties for 10 minutes (for instance, a +1 flaming longsword would become a +1 longsword). If the target is an artifact or similarly powerful item, you automatically fail to counteract it.",
				"The first time each round you {@action Sustain a Spell||Sustain this Spell}, you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires.",
				"If you have the Counterspell reaction, you can use quench to counter any spell with the {@trait fire} trait instead of needing to have the triggering fire spell prepared or in your repertoire."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage to fire creatures by {@dice 2d8}."
					]
				}
			}
		},
		{
			"name": "Ranger's Bramble",
			"source": "APG",
			"page": 235,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"plant",
				"ranger",
				"transmutation"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Misc."
				],
				"entry": "all squares that contain plants in a 5-foot burst"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You cause plants in the area to entangle your foes, with the effects of {@spell entangle}. A creature that critically fails the save takes {@damage 2d4} {@condition persistent damage||persistent bleed damage} in addition to being {@condition immobilized}.",
				"{@action Escape||Escaping} your bramble doesn't end the {@condition persistent damage||bleed damage}."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The bleed damage on a critical failure increases by {@dice 1d4}."
					]
				}
			}
		},
		{
			"name": "Reaper's Lantern",
			"source": "APG",
			"page": 223,
			"level": 2,
			"traits": [
				"death",
				"light",
				"necromancy"
			],
			"traditions": [
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "5-foot emanation"
			},
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell). Living creatures and undead in the area when you {@action Cast a Spell||Cast the Spell}, or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from {@trait healing} effects while within the area. Undead targets that fail their Fortitude saves become {@condition enfeebled 1} while within the area. Once a creature attempts a save against reaper's lantern, it uses the same outcome if it leaves the area and enters it again.",
				"Once per turn, starting on the turn after you cast {@spell reaper's lantern|APG}, you can use a single action, which has the {@trait concentrate} trait, to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against reaper's lantern to attempt one."
			]
		},
		{
			"name": "Restorative Moment",
			"source": "APG",
			"page": 239,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"hex",
				"necromancy",
				"witch"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"entries": [
				"You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any {@condition doomed} and {@condition drained} conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day."
			]
		},
		{
			"name": "Rusting Grasp",
			"source": "APG",
			"page": 223,
			"level": 4,
			"traits": [
				"transmutation"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk",
			"entries": [
				"You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as adamantine and orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell.",
				"All damage from this spell ignores Hardness. If the spell causes {@condition persistent damage} from rust, a creature can attempt to scrape off the rust to assist the target in recovering from the {@condition persistent damage} (reducing the DC of the flat check to end {@condition persistent damage} to 10 and granting an immediate flat check). The effect of the spell depends on its target.",
				{
					"type": "list",
					"items": [
						"{@bold Creature or Hazard} A creature or hazard must be made of all or mostly metal to be affected (this includes many mechanical traps). It takes {@dice 8d6} damage (basic Fortitude save), plus {@damage 2d6} {@condition persistent damage} on a failed save. Touching a hazard to affect it with this spell might trigger the hazard, as determined by the GM.",
						"{@bold Item} The rust deals {@dice 2d6} damage, subject to a basic Reflex save by the creature wearing or holding the item; if the item is unattended, it automatically gets a critical failure"
					]
				},
				"On a failed save, the item also takes {@damage 1d6} {@condition persistent damage}. For an attended item, this {@condition persistent damage} occurs at the end of the attending creature's turns; if the item was unattended when you {@action Cast a Spell||Cast the Spell}, the damage happens at the end of your turns.",
				"When targeting armor someone is wearing, its Bulk is 1 higher than the listed value, since carrying armor is more cumbersome than wearing it. Thin iron or steel items, such as weapons, have 20 HP and a {@condition Broken} Threshold of 10, and thicker iron or steel items, such as most suits of armor, have 36 HP and a {@condition Broken} Threshold of 18. Other materials' statistics can be found on pages 577\u2013579 of the Core Rulebook."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the initial damage to creatures or hazards by {@dice 2d6}, and increase the maximum Bulk of an item you can target by 1."
					]
				}
			}
		},
		{
			"name": "Safe Passage",
			"source": "APG",
			"page": 224,
			"level": 3,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"area": {
				"types": [
					"Misc."
				],
				"entry": "10-foot-wide, 10-foot-tall, 60-foot-long section of terrain"
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time.",
				"Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type.",
				"Safe passage protects only against harm, not inconvenience, and it doesn't reduce {@quickref difficult terrain||3|terrain}, remove the {@condition concealed} condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area."
			],
			"heightened": {
				"X": {
					"5": [
						"The granted resistance increases to 10, and the area can be 120 feet long."
					],
					"8": [
						"The granted resistance increases to 15, and the area can be 500 feet long."
					]
				}
			}
		},
		{
			"name": "Scintillating Safeguard",
			"source": "APG",
			"page": 224,
			"level": 6,
			"traits": [
				"abjuration"
			],
			"traditions": [
				"divine",
				"occult",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S"
				]
			],
			"trigger": "An effect would deal physical or energy damage to you or a creature in range.",
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "up to 5 willing creatures who would be harmed by the triggering effect",
			"entries": [
				"A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any {@condition persistent damage} or other lingering effects of the effect."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The resistance increases by 1."
					]
				}
			}
		},
		{
			"name": "Sculpt Sound",
			"source": "APG",
			"page": 224,
			"level": 3,
			"traits": [
				"illusion"
			],
			"traditions": [
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 creature or object",
			"duration": {
				"dismiss": true,
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You change the sounds made by a creature or object. Choose how you're altering the sounds when you {@action Cast a Spell||Cast the Spell}; you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a {@skill Perception} check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the {@skill Perception} check. You can {@action Dismiss} the spell.",
				"Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most {@trait auditory} effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The affected sound from the creature isn't altered.",
						"Failure": "The affected sound from the creature is altered in the way you determine.",
						"Critical Failure": "The affected sound from the creature is altered and the target becomes {@condition stupefied 2} for 1 minute as it struggles with the disorienting effects of its altered sound."
					}
				}
			],
			"heightened": {
				"X": {
					"5": [
						"You can target up to 6 creatures or 6 objects, altering the sounds of all affected creatures or objects in the same way."
					]
				}
			}
		},
		{
			"name": "Seal Fate",
			"source": "APG",
			"page": 224,
			"level": 4,
			"traits": [
				"curse",
				"death",
				"necromancy"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 living creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"You utter a curse that a creature will meet a certain end\u2014a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludgeoning, cold, electricity, fire, negative, piercing, slashing, or sonic. The effect is based on the target's Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target gains weakness 2 to the chosen damage type until the end of your next turn.",
						"Failure": "As success, but the duration is 1 minute. If the creature is reduced to 0 HP by the chosen damage and its level is 7 or less, it dies.",
						"Critical Failure": "As failure, but the duration is unlimited."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The weakness increases by 1, and the maximum level of creature that can be automatically killed increases by 4."
					]
				}
			}
		},
		{
			"name": "Secret Chest",
			"source": "APG",
			"page": 225,
			"level": 5,
			"traits": [
				"conjuration"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 container and its contents, totaling 10 Bulk or less",
			"duration": {
				"entry": "until the next time you make your daily preparations",
				"unit": "special"
			},
			"entries": [
				"You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties\u2014the material from which it is made, any locks, or other features\u2014are irrelevant to the casting of this spell, but the container can't contain any creatures. When you {@action Cast a Spell||Cast this Spell}, the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest.",
				"You can {@action Dismiss} the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways."
			]
		},
		{
			"name": "Sepulchral Mask",
			"source": "APG",
			"page": 236,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"divination",
				"emotion",
				"mental",
				"sorcerer",
				"visual"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Psychopomp|APG"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "5-foot emanation"
			},
			"targets": "enemies in the area",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against {@trait emotion} effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you {@action Cast a Spell||Cast the Spell} or that starts its turn in the area takes {@damage 1d4} mental damage and must attempt a Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage.",
						"Failure": "The creature takes full damage and takes a \u20131 status penalty to Will saves against {@trait emotion} effects for 1 round.",
						"Critical Failure": "The creature takes double damage and a \u20131 status penalty to Will saves against {@trait emotion} effects for 1 minute."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"Increase the mental damage by {@dice 2d4} and the emanation's radius by 5 feet."
					]
				}
			}
		},
		{
			"name": "Shadow Illusion",
			"source": "APG",
			"page": 193,
			"focus": true,
			"level": 6,
			"traits": [
				"uncommon",
				"auditory",
				"illusion",
				"shadow",
				"visual"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 500,
				"unit": "feet"
			},
			"duration": {
				"unit": "unlimited",
				"sustained": true
			},
			"entries": [
				"You create a shadowy illusion of a creature or a stationary object, but the illusion can exist only in an area of dim light or darkness. The spell ends if the illusion is ever out of an area of dim light or darkness. If the illusion is an object, it must fit within a 20-foot burst, and the creature can be of any size up to Gargantuan, filling a 20-foot-by-20-foot space.",
				"The object or creature appears to animate naturally; it even generates the appropriate sounds and smells, and feels believable to the touch, though its coloring is always muted.",
				"If the illusion is a creature, shadow illusion has the effects of an {@spell illusory creature} spell of the same level, except it deals {@dice 2d8} damage plus your spellcasting ability modifier, instead of the amount listed in illusory creature.",
				"Heighten (+2) The area that an illusory object can fit in increases by 10 feet.",
				"The damage of the illusory creature's {@action Strike} increases by {@dice 1d8}."
			]
		},
		{
			"name": "Shadow Jump",
			"source": "APG",
			"page": 193,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"conjuration",
				"shadow",
				"teleportation"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"requirements": "You are in dim light or darkness.",
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"entries": [
				"You instantly transport yourself from one shadow to another.",
				"Teleport yourself and any items you're wearing and holding from your current space to a clear space you can see that's in dim light or darkness and within range. You can transport your familiar with this spell, but if shadow jump would bring any other creature with you\u2014even if you're carrying the creature in an extradimensional container\u2014the spell is disrupted."
			],
			"heightened": {
				"X": {
					"8": [
						"When you arrive at your destination, you can become {@condition invisible} until the end of your next turn or until you are no longer in an area of dim light or darkness, whichever comes first. The invisibility is an {@trait illusion} effect."
					]
				}
			}
		},
		{
			"name": "Shadow's Web",
			"source": "APG",
			"page": 229,
			"focus": true,
			"level": 7,
			"traits": [
				"uncommon",
				"evocation",
				"monk"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Burst"
				],
				"entry": "30-foot burst"
			},
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"Grasping darkness surges from you, dealing {@damage 14d4} negative damage. Each creature in the area must attempt a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage and is {@condition enfeebled 1} for 1 round.",
						"Failure": "The creature takes full damage and is {@condition enfeebled 2} for 1 round.",
						"Critical Failure": "The creature takes double damage and is {@condition stunned 1}, {@condition enfeebled 2} for 1 round, and {@condition immobilized} for 1 round or until it {@action Escape||Escapes}, whichever comes first."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The negative damage increases by {@damage 2d4}."
					]
				}
			}
		},
		{
			"name": "Shepherd of Souls",
			"source": "APG",
			"page": 236,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"healing",
				"necromancy",
				"sorcerer"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Psychopomp|APG"
				]
			},
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"V"
				]
			],
			"trigger": "A living creature within 30 feet takes damage.",
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"entries": [
				"You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces the damage by twice the number of Hit Points sacrificed. If this reduction exceeds the amount of damage, the target recovers Hit Points equal to the excess amount."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The maximum number of Hit Points you can sacrifice increases by 5."
					]
				}
			}
		},
		{
			"name": "Shroud of Night",
			"source": "APG",
			"page": 239,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cantrip",
				"darkness",
				"evocation",
				"hex",
				"witch"
			],
			"subclass": {
				"Patron|Witch|APG": [
					"Night"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Drawing your hand in a sweeping gesture, you shroud the target in a veil of night. The target's eyes are blanketed in darkness. If you cast this hex on a willing ally (for instance, one with light blindness), the ally can choose which result it gets without rolling. Regardless of the outcome, the target is then temporarily immune for 1 minute.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The target is unaffected.",
						"Failure": "The target is shrouded in murky darkness. Unless the target has {@ability darkvision}, other creatures are {@condition concealed} to it."
					}
				}
			]
		},
		{
			"name": "Snare Hopping",
			"source": "APG",
			"page": 235,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"conjuration",
				"ranger",
				"teleportation"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 10,
				"unit": "feet"
			},
			"targets": "one snare you built",
			"entries": [
				"You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The range of the spell increases by 10 feet."
					]
				}
			}
		},
		{
			"name": "Song of Marching",
			"source": "APG",
			"page": 228,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"bard",
				"cantrip",
				"composition",
				"enchantment",
				"mental"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "60-foot emanation"
			},
			"duration": {
				"number": 1,
				"unit": "hour",
				"sustained": true
			},
			"entries": [
				"You maintain a brisk performance that keeps allies on the move. You and your allies in the area can {@action Hustle} for the spell's duration, even though you are also {@action Sustain a Spell||Sustaining the Spell}. You and your allies then become temporarily immune for 1 day."
			],
			"heightened": {
				"X": {
					"6": [
						"You can {@action Sustain a Spell||Sustain the Spell} for up to 2 hours."
					],
					"9": [
						"You can {@action Sustain a Spell||Sustain the Spell} for up to 4 hours."
					]
				}
			}
		},
		{
			"name": "Song of Strength",
			"source": "APG",
			"page": 228,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"bard",
				"cantrip",
				"composition",
				"emotion",
				"enchantment",
				"mental"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "60-foot emanation"
			},
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to {@skill Athletics} checks and to their DCs against {@skill Athletics} skill actions such as {@action Disarm}, {@action Shove}, and {@action Trip}.",
				"Special If you have the {@spell inspire heroics} composition spell, you can use that composition to improve the bonus granted by song of strength in the same way as inspire courage or inspire defense."
			]
		},
		{
			"name": "Soothing Mist",
			"source": "APG",
			"page": 235,
			"focus": true,
			"level": 2,
			"traits": [
				"uncommon",
				"healing",
				"necromancy",
				"positive",
				"ranger"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 willing living creature or 1 undead creature",
			"entries": [
				"You call forth a magical mist of positive energy that envelops a creature. The mist restores {@dice 2d8} Hit Points to a target living creature and ends one source of {@condition persistent damage||persistent acid}, bleed, fire, negative, or poison damage affecting it. If the creature is taking {@condition persistent damage} from multiple sources, you select which one is removed. Against an undead target, you deal {@damage 2d8} positive damage (basic Fortitude save); if it fails the save, it also takes 2 {@condition persistent damage||persistent positive damage}."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The amount of healing (or damage to an undead target) increases by {@dice 1d8}, and the {@condition persistent damage||persistent positive damage} to an undead creature increases by 1."
					]
				}
			}
		},
		{
			"name": "Soul Siphon",
			"source": "APG",
			"page": 233,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cursebound",
				"necromancy",
				"negative",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"bones"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 living creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"You siphon off a portion of the target's soul to bolster your own vitality. The target must attempt a Fortitude save or take {@damage 1d4} negative damage. You gain temporary Hit Points equal to the total amount of HP the target loses, including the HP lost from becoming {@condition drained}.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage.",
						"Failure": "The creature takes full damage and becomes {@condition drained 1}.",
						"Critical Failure": "The creature takes double damage and becomes {@condition drained 2}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by {@dice 1d4}."
					]
				}
			},
			"miscTags": [
				"THP"
			]
		},
		{
			"name": "Spike Stones",
			"source": "APG",
			"page": 225,
			"level": 4,
			"traits": [
				"conjuration",
				"earth"
			],
			"traditions": [
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "20-foot burst"
			},
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes {@quickref difficult terrain||3|terrain} and hazardous terrain.",
				"A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by 1."
					]
				}
			}
		},
		{
			"name": "Spirit Sense",
			"source": "APG",
			"page": 225,
			"level": 2,
			"traits": [
				"detection",
				"divination",
				"mental"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Emanation"
				],
				"entry": "30-foot emanation"
			},
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't {@action Search||Searching}, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: {@skill Perception} checks to {@action Seek}, attempts to {@action Recall Knowledge}, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits."
			],
			"heightened": {
				"X": {
					"6": [
						"The spell's duration lasts until the next time you make your daily preparations."
					]
				}
			}
		},
		{
			"name": "Spirit Veil",
			"source": "APG",
			"page": 237,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"illusion",
				"sorcerer"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Psychopomp|APG"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become {@condition concealed} to all creatures, and you are {@condition hidden} from undead creatures regardless of what precise senses they have; this grants the effects of invisibility, but against all the undead creature's precise senses. If you physically interact with an undead creature or use a {@condition hostile} action, the spell ends."
			],
			"heightened": {
				"plusX": {
					"1": [
						"You can target one additional willing creature within 30 feet. The spell ends if any target physically interacts with an undead creature or uses a {@condition hostile} action."
					]
				}
			}
		},
		{
			"name": "Spray of Stars",
			"source": "APG",
			"page": 233,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cursebound",
				"evocation",
				"fire",
				"light",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"cosmos"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Cone"
				],
				"entry": "15-foot cone"
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"entries": [
				"You fling a spray of tiny shooting stars, dealing {@damage 1d4} fire damage. Each creature 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 and is {@condition dazzled} for 1 minute."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by {@dice 1d4}."
					]
				}
			}
		},
		{
			"name": "Steal Shadow",
			"source": "APG",
			"page": 237,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"necromancy",
				"shadow",
				"sorcerer"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Shadow|APG"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target is {@condition enfeebled 1} for 1 round.",
						"Failure": "The target takes {@damage 3d4} negative damage and is {@condition enfeebled 1} for the spell's duration as you tear its shadow away, collecting it in your hand. On subsequent rounds, the first time each round you {@action Sustain a Spell||Sustain the Spell}, you can throttle the shadow to deal {@damage 3d4} negative damage to the target (basic Fortitude save). Until the spell ends, the target doesn't cast a shadow.",
						"Critical Failure": "As failure, but the target is {@condition enfeebled 2}."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage when the spell is cast and when it is sustained increases by {@dice 1d4}."
					]
				}
			}
		},
		{
			"name": "Stoke the Heart",
			"source": "APG",
			"page": 239,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cantrip",
				"emotion",
				"enchantment",
				"hex",
				"witch"
			],
			"subclass": {
				"Patron|Witch|APG": [
					"Fervor"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Intense fervor fills the target creature, empowering their blows.",
				"The target gains a +2 status bonus to damage rolls. Once this spell ends, the target becomes temporarily immune for 1 minute."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The status bonus to damage increases by 1."
					]
				}
			}
		},
		{
			"name": "Strange Geometry",
			"source": "APG",
			"page": 226,
			"level": 5,
			"traits": [
				"illusion"
			],
			"traditions": [
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Misc."
				],
				"entry": "4 cubes, each 10 feet on a side"
			},
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you {@action Cast a Spell||Cast the Spell}, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}, as normal.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The creature {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0}.",
						"Failure": "All terrain in the cubes is {@quickref difficult terrain||3|terrain} for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a {@trait teleportation} effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground."
					}
				}
			]
		},
		{
			"name": "Sudden Blight",
			"source": "APG",
			"page": 226,
			"level": 2,
			"traits": [
				"necromancy",
				"negative"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "20-foot burst"
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"entries": [
				"You accelerate the processes of decay in the area. Each living creature in the area takes {@damage 2d10} negative damage (basic Fortitude save). A creature afflicted by a disease takes a \u20132 circumstance penalty to this save.",
				"You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting {@quickref difficult terrain||3|terrain}, cover, and concealment. Sudden blight attempts to counteract any {@trait magical} effect on the plants before withering them."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d10}."
					]
				}
			}
		},
		{
			"name": "Summon Instrument",
			"source": "APG",
			"page": 226,
			"level": 1,
			"traits": [
				"cantrip",
				"conjuration"
			],
			"traditions": [
				"divine",
				"occult"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"You materialize a {@item handheld musical instrument} in your grasp.",
				"The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears."
			],
			"heightened": {
				"X": {
					"5": [
						"The instrument is instead a {@item virtuoso handheld musical instrument||virtuoso handheld instrument}."
					]
				}
			}
		},
		{
			"name": "Symphony of the Unfettered Heart",
			"source": "APG",
			"page": 228,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"abjuration",
				"bard",
				"composition"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "you or 1 ally",
			"entries": [
				"Your symphony lifts listeners from their worldly concerns.",
				"Attempt a {@skill Performance} check to counteract one of the following conditions affecting the target: {@condition grabbed}, {@condition immobilized}, {@condition paralyzed}, {@condition restrained}, {@condition slowed}, or {@condition stunned}. If you fail, you can't target that effect on the target for 1 day. Use the condition's source to determine the counteract DC (for example, the {@action Escape} DC for {@condition grabbed})."
			],
			"heightened": {
				"X": {
					"9": [
						"You can target up to four creatures."
					]
				}
			}
		},
		{
			"name": "Tempest Form",
			"source": "APG",
			"page": 233,
			"focus": true,
			"level": 6,
			"traits": [
				"uncommon",
				"cursebound",
				"oracle",
				"polymorph",
				"transmutation"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"tempest"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Your body becomes fluid to better suit your surroundings.",
				"When you {@action Cast a Spell||Cast this Spell}, choose whether to become air, water, or mist. The spell gains the {@trait air} trait if you choose air or mist, and the {@trait water} trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage.",
				"You can slip through tiny cracks and don't need to breathe.",
				"You can't cast spells, activate items, or use actions that have the {@trait attack} or {@trait manipulate} trait, except those granted by this spell. You also gain the following effects based on your form.",
				{
					"type": "list",
					"items": [
						"{@bold Air} You gain a fly Speed of 20 feet and become {@condition invisible} while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the {@trait manipulate} trait.",
						"{@bold Mist} You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is {@condition concealed} to the targeting creature.",
						"{@bold Water} You gain a swim Speed of 20 feet and become {@condition invisible} while you are in the water. You can electrically charge yourself by taking a single action, which has the {@trait manipulate} trait. If you do, you are no longer {@condition invisible} in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes {@damage 1d6} electricity damage; if it touches you, this is cumulative with the damage from your major curse."
					]
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"Increase the resistance by 5 and the electricity damage from the charged water form by 1."
					]
				}
			}
		},
		{
			"name": "Tempest Touch",
			"source": "APG",
			"page": 233,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cold",
				"cursebound",
				"evocation",
				"oracle",
				"water"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"tempest"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"Your touch calls forth a churning mass of icy water that clings to your target, dealing {@damage 1d4} bludgeoning damage and {@damage 1d4} cold damage. The target must attempt a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half damage and a \u20135-foot circumstance penalty to its Speeds until the end of your next turn.",
						"Failure": "The target takes full damage and a \u201310-foot circumstance penalty to its Speeds until the end of your next turn.",
						"Critical Failure": "As failure, but the target takes double damage."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The bludgeoning and cold damage each increase by {@dice 1d4}. Spells 5"
					]
				}
			}
		},
		{
			"name": "Terrain Transposition",
			"source": "APG",
			"page": 235,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"conjuration",
				"ranger",
				"teleportation"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 90,
				"unit": "feet"
			},
			"entries": [
				"You mystically transpose your current location with another.",
				"While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within range.",
				"If you have {@feat Favored Terrain} and both your starting and ending position are in your favored terrain, the range increases to 180 feet. If you have an animal companion and it is adjacent to you, you can transport it along with you to an adjacent open space, but if this spell would bring any other creature with you, even in an extradimensional container, the spell is lost."
			]
		},
		{
			"name": "Thoughtful Gift",
			"source": "APG",
			"page": 226,
			"level": 1,
			"traits": [
				"conjuration",
				"teleportation"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 120,
				"unit": "feet"
			},
			"targets": "1 willing creature",
			"entries": [
				"You teleport one object of light or negligible Bulk held in your hand to the target. The object appears instantly in the target's hand, if they have a free hand, or at their feet if they don't. The target knows what object you are attempting to send them.",
				"If the target is {@condition unconscious} or refuses to accept your gift, or if the spell would teleport a creature (even if the creature is inside an extradimensional container), the spell fails."
			],
			"heightened": {
				"X": {
					"3": [
						"The spell's range increases to 500 feet."
					],
					"5": [
						"As 3rd level, and the object's maximum Bulk increases to 1. You can {@action Cast a Spell||Cast the Spell} with 3 actions instead of 1; doing so increases the range to 1 mile and you don't need line of sight to the target, but you must be extremely familiar with the target."
					]
				}
			}
		},
		{
			"name": "Threefold Aspect",
			"source": "APG",
			"page": 226,
			"level": 3,
			"traits": [
				"polymorph",
				"transmutation"
			],
			"traditions": [
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"components": [
				[
					"S",
					"M",
					"V"
				]
			],
			"duration": {
				"entry": "until the next time you make your daily preparations",
				"dismiss": true,
				"unit": "special"
			},
			"entries": [
				"This spell allows you to change between three versions of yourself of different ages: a maiden (young adult), a mother (adult), or a matriarch (elderly). Choose one when you {@action Cast a Spell||Cast the Spell}. While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the {@trait concentrate} trait. Your form always looks like you regardless of the age, and creatures who know you still recognize you and can tell your age is different.",
				"Threefold aspect alters your physical appearance and personality to present an authentic version of yourself at various ages. This grants you a +4 status bonus to {@skill Deception} checks to pass as the chosen age, and you can add your level as a proficiency bonus to these checks even if you're untrained. Furthermore, unless a creature specifically uses a {@action Seek} action or otherwise carefully examines you, it doesn't get a chance to notice that you aren't at your true age. You can {@action Dismiss} this spell."
			]
		},
		{
			"name": "Thunderburst",
			"source": "APG",
			"page": 234,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"air",
				"cursebound",
				"evocation",
				"oracle",
				"sonic"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"tempest"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 100,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "20-foot burst"
			},
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"You create a powerful blast of air and a loud peal of thunder, dealing {@damage 2d6} bludgeoning damage and {@damage 2d6} sonic damage.",
				"Each creature in the area must attempt 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 {@condition deafened} for 1 minute.",
						"Critical Failure": "The creature takes double damage and is {@condition deafened} for 1 hour."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"Increase each type of damage by {@dice 2d6} and the area by 5 feet."
					]
				}
			}
		},
		{
			"name": "Touch of Corruption",
			"source": "APG",
			"page": 229,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"champion",
				"necromancy",
				"negative"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 1,
				"unit": "touch"
			},
			"targets": "1 willing undead creature or 1 living creature",
			"entries": [
				"You infuse the target with negative energy. If the target is living, this deals {@damage 1d6} negative damage (basic Fortitude save); on a failed save, the target also takes a \u20132 status penalty to AC for 1 round.",
				"If the target is a willing undead creature, the target instead regains 6 Hit Points, and if you are the undead target, you also gain a +2 status bonus to damage rolls for 1 round."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage dealt to a living creature by {@dice 1d6} or increase the Hit Points regained by undead by 6."
					]
				}
			}
		},
		{
			"name": "Transmute Rock And Mud",
			"source": "APG",
			"page": 226,
			"level": 5,
			"traits": [
				"earth",
				"transmutation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"spellLists": [
				"Elemental"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Misc."
				],
				"entry": "2 adjacent 10-foot cubes"
			},
			"entries": [
				"You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you {@action Cast a Spell||Cast the Spell}.",
				{
					"type": "list",
					"items": [
						"{@bold Rock to Mud} You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud. If you {@action Cast a Spell||Cast this Spell} on a stone floor, it becomes {@quickref difficult terrain||3|terrain}; if the resulting mud is at least 3 feet deep, it is {@quickref greater difficult terrain||3|terrain}, or the creature can try to {@action Swim} through it (DC 10 {@skill Athletics}). If the mud is deep enough that a creature can't reach the bottom, the creature must {@action Swim} to move through it. If you {@action Cast a Spell||Cast this Spell} on a ceiling, the falling mud deals {@damage 8d6} bludgeoning damage (basic Reflex save) and spreads out, creating {@quickref difficult terrain||3|terrain} in an area 10 feet larger in radius than the original spell's area. Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse.",
						"{@bold Mud to Rock} Mud in the area turns into unworked stone"
					]
				},
				"If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature escapes the mud and is atop the stone, unaffected.",
						"Success": "The creature climbs out of the mud as it turns to rock and is {@condition prone} atop the stone.",
						"Failure": "The creature is partially stuck in the mud and is {@condition grabbed} for 1 round or until it {@action Escape||Escapes}, whichever comes first.",
						"Critical Failure": "The creature is entirely stuck. It is {@condition restrained} for 1 round or until it {@action Escape||Escapes}, whichever comes first."
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes."
					]
				}
			}
		},
		{
			"name": "Vampiric Maiden",
			"source": "APG",
			"page": 227,
			"level": 4,
			"traits": [
				"necromancy",
				"negative"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals {@damage 4d4} piercing damage and {@damage 4d4} negative damage, and the target must attempt a Fortitude save. You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like). You lose any remaining temporary HP after 1 minute.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes half damage.",
						"Failure": "The target is briefly trapped within the vampiric maiden. The target takes full damage and is {@condition immobilized} by the iron maiden for 1 round or until it uses an {@action Interact} action to extricate itself, whichever comes first.",
						"Critical Failure": "The target takes double damage and is {@condition immobilized} by the vampiric maiden for 1 round or until it {@action Escape||Escapes} (the DC is your spell DC), whichever comes first."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The piercing and negative damage increase by {@dice 1d4} each."
					]
				}
			},
			"miscTags": [
				"THP"
			]
		},
		{
			"name": "Veil of Dreams",
			"source": "APG",
			"page": 239,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"enchantment",
				"hex",
				"mental",
				"witch"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You draw the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes a \u20131 status penalty to {@skill Perception}, attack rolls, and Will saves. This penalty increases to \u20132 for Will saves against {@trait sleep} effects.",
						"Failure": "As success, and any time the target uses a concentrate action, it must succeed at a DC {@flatDC 5} flat check or the action is disrupted."
					}
				}
			]
		},
		{
			"name": "Vision of Weakness",
			"source": "APG",
			"page": 234,
			"focus": true,
			"level": 2,
			"traits": [
				"uncommon",
				"cursebound",
				"divination",
				"oracle"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S"
				]
			],
			"targets": "1 creature",
			"entries": [
				"You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day."
			]
		},
		{
			"name": "Vomit Swarm",
			"source": "APG",
			"page": 227,
			"level": 2,
			"traits": [
				"evocation"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"types": [
					"Cone"
				],
				"entry": "30-foot cone"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing {@damage 2d8} piercing damage (basic Reflex save). A creature that fails its saving throw also becomes {@condition sickened 1}. Once the spell ends, the swarm disappears."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by {@dice 1d8}."
					]
				}
			}
		},
		{
			"name": "Wall of Flesh",
			"source": "APG",
			"page": 227,
			"level": 5,
			"traits": [
				"necromancy"
			],
			"traditions": [
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"M",
					"S"
				]
			],
			"range": {
				"number": 20,
				"unit": "feet"
			},
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall can't be Repaired but can be healed by positive energy and healing spells and abilities.",
				"When you {@action Cast a Spell||Cast the Spell}, choose one of the following features for your wall.",
				{
					"type": "list",
					"items": [
						"{@bold Mouths} The wall has countless toothy mouths along its surface. The mouths {@action Strike} any creature that ends its turn within 5 feet of the wall, using your spell attack roll for these {@action Strike||Strikes} and dealing piercing damage equal to {@dice 1d6} + your spellcasting ability modifier. The mouths are capable of consuming potions; since the wall is alive, it can recover Hit Points from a potion of healing, but it can't benefit from any effect that would give it the ability to move. Otherwise, the GM determines which potions can affect the wall.",
						"{@bold Eyes} The wall sprouts hundreds of unblinking eyes. You can see through these eyes, gaining a +2 circumstance bonus to visual {@skill Perception} checks within the wall's line of sight. You can also use the eyes for determining line of sight for ranged attacks and spells, but you don't have line of effect through the wall.",
						"{@bold Arms} The wall is a mass of grasping arms. Any creature that ends its turn within 5 feet of the wall must attempt a Reflex save."
					]
				},
				{
					"type": "successDegree",
					"entries": {
						"Success": "The creature is unaffected.",
						"Failure": "The creature is {@condition grabbed} by the wall for 1 round or until it {@action Escape||Escapes} against your spell DC, whichever comes first.",
						"Critical Failure": "The creature is {@condition restrained} by the wall for 1 round or until it {@action Escape||Escapes} against your spell DC, whichever comes first."
					}
				}
			]
		},
		{
			"name": "Whirling Flames",
			"source": "APG",
			"page": 234,
			"focus": true,
			"level": 3,
			"traits": [
				"uncommon",
				"cursebound",
				"evocation",
				"fire",
				"oracle"
			],
			"subclass": {
				"Mystery|Oracle|APG": [
					"flames"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"area": {
				"types": [
					"Burst"
				],
				"entry": "up to two 5-foot bursts that don't overlap"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"You call forth a storm of whirling flames, engulfing all creatures in that area and dealing {@damage 5d6} fire damage with a basic Reflex save."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 3d6}, and you can add another nonoverlapping 5-foot burst to the area."
					]
				}
			}
		},
		{
			"name": "Wilding Word",
			"source": "APG",
			"page": 239,
			"focus": true,
			"level": 1,
			"traits": [
				"uncommon",
				"cantrip",
				"enchantment",
				"hex",
				"witch"
			],
			"subclass": {
				"Patron|Witch|APG": [
					"Wild"
				]
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"V"
				]
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"targets": "1 animal, fungus, or plant",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "When the target attempts an attack roll or skill check that would harm you, it takes a \u20132 status penalty to its roll.",
						"Failure": "As success, but the target also becomes {@condition sickened 1} each time it damages you.",
						"Critical Failure": "As success, but the target also becomes {@condition sickened 2} each time it damages you."
					}
				}
			]
		},
		{
			"name": "Wish-twisted Form",
			"source": "APG",
			"page": 237,
			"focus": true,
			"level": 5,
			"traits": [
				"uncommon",
				"sorcerer",
				"transmutation"
			],
			"subclass": {
				"Bloodline|Sorcerer": [
					"Genie|APG"
				]
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"number": 60,
				"unit": "feet"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"entry": "varies",
				"unit": "special"
			},
			"entries": [
				"You focus your magic upon an enemy, wishing for their defenses to fail and turning their strengths into weaknesses.",
				"The target must attempt one Will saving throw for all of the following effects.",
				{
					"type": "list",
					"items": [
						"The target gains weakness 5 to one energy type of your choice.",
						"The target's resistances are reduced by 5.",
						"The target takes a \u201310-foot status penalty to all its Speeds.",
						"The target takes a \u20131 status penalty to its saving throws."
					]
				},
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target takes the penalties for 1 round.",
						"Failure": "The target takes the penalties for 1 minute.",
						"Critical Failure": "As failure, and the target takes a \u20131 status penalty to AC for the duration."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the weakness and the reduction to resistances by 1."
					]
				}
			}
		}
	]
}
