{
	"spell": [
		{
			"name": "Airlift",
			"source": "RoE",
			"remaster": true,
			"page": 70,
			"level": 4,
			"traits": [
				"air",
				"concentrate",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "10-foot emanation",
				"types": [
					"Emanation"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"entries": [
				"A massive rush of wind lifts, briefly carrying you and everything around you to a nearby destination. You, each creature in the area, and each item of 10 Bulk or lighter are lifted by this powerful gale. You and all affected creatures and objects {@action Fly} up to 60 feet and land on a solid surface, arriving in the same relative position to each other. If there wouldn't be enough room at the destination for everything you're bringing, the spell fails, though the GM might allow you to rearrange the group slightly to accommodate the spell.",
				"Any unwilling participant can attempt a Reflex save to avoid being carried along. The airlift doesn't carry items that are secured in place (such as a hinged door or a person manacled to a wall)."
			],
			"heightened": {
				"X": {
					"6": [
						"The distance you {@action Fly} increases to 120 feet, and the Bulk limit of an item you can airlift increases to 20."
					]
				}
			}
		},
		{
			"name": "Blastback",
			"source": "RoE",
			"remaster": true,
			"page": 70,
			"level": 3,
			"traits": [
				"air",
				"concentrate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"trigger": [
				"You fall more than 10 feet"
			],
			"area": {
				"entry": "20-foot emanation",
				"types": [
					"Emanation"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"You hit the ground with a shuddering boom, propelling the force of your fall out in a wave. You take no damage from the fall as the displaced air allows you to land gently, but all other creatures in the spell's area take {@damage 6d4} bludgeoning damage. Creatures that fail their save are also pushed back 5 feet."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The emanation increases by 10 feet, and the damage increases by {@damage 1d4}."
					]
				}
			}
		},
		{
			"name": "Cleanse Air",
			"source": "RoE",
			"remaster": true,
			"page": 70,
			"level": 2,
			"traits": [
				"air",
				"concentrate",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"area": {
				"entry": "30-foot burst",
				"types": [
					"Burst"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You purify the air in the area, making it clean and breathable. This removes inhaled poisons, pollution, and similar contaminants from the air but doesn't prevent future contamination. This effect is immediate; for the remaining duration, the spell prevents any further contamination from altering air in the area, including keeping toxic air bordering the area from coming inside. This spell doesn't create air, 70 so casting it underwater wouldn't create breathable air, nor would it affect any toxins within air suspended in the water."
			],
			"heightened": {
				"X": {
					"3": [
						"The area increases to 60 feet."
					],
					"4": [
						"The area increases to 120 feet."
					],
					"6": [
						"The area increases to 500 feet."
					],
					"9": [
						"The area increases to 1 mile."
					]
				}
			}
		},
		{
			"name": "Cloud Dragon's Cloak",
			"source": "RoE",
			"remaster": true,
			"page": 70,
			"level": 3,
			"traits": [
				"air",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"trigger": [
				"You or an ally in range is targeted by a ranged attack"
			],
			"targets": "the creature targeted by the attack",
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"A cloud of mist enshrouds the target, appearing much like the deflecting clouds created by cloud dragons. The target is treated as {@condition hidden} for the purposes of resolving the triggering attack (so normally the attacker must succeed at a DC {@flatDC 11} flat check to target it) and all ranged attacks against it for the duration."
			]
		},
		{
			"name": "Deep Breath",
			"source": "RoE",
			"remaster": true,
			"page": 70,
			"level": 1,
			"traits": [
				"air",
				"cantrip",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You take an incredibly deep breath and can hold it for the spell's duration. You don't lose breath when hit, but you do lose all the air you inhaled if you speak (including to {@action Cast a Spell}). This spell doesn't create air; if you don't have air to breathe when you cast it, you get no benefit."
			],
			"heightened": {
				"X": {
					"2": [
						"The duration increases to 1 hour, and you lose only 10 minutes of breath if you speak."
					],
					"4": [
						"The duration increases to 8 hours, and you lose only 10 minutes of breath if you speak."
					]
				}
			}
		},
		{
			"name": "Gentle Breeze",
			"source": "RoE",
			"remaster": true,
			"page": 70,
			"level": 2,
			"traits": [
				"air",
				"concentrate",
				"healing",
				"manipulate",
				"vitality"
			],
			"traditions": [
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"area": {
				"entry": "40-foot burst",
				"types": [
					"Burst"
				]
			},
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"A light, soothing breeze flows through the area, making it easier to rest and recover. {@skill Medicine} checks attempted to benefit living creatures in the area get a +2 status bonus. Any living creature in the area also gets a +2 status bonus to saving throws against afflictions and, if it remains within the area for the full duration, regains 10 Hit Points. In addition, the cool breeze reduces the temperature effects of heat by one step for any creature in the area."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The healing increases by 10 Hit Points."
					]
				}
			}
		},
		{
			"name": "Phantom Orchestra",
			"source": "RoE",
			"remaster": true,
			"page": 71,
			"level": 6,
			"traits": [
				"air",
				"concentrate",
				"manipulate",
				"sonic"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"duration": {
				"sustained": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You orchestrate an {@condition invisible} ensemble of lost sounds captured inside errant breezes across the {@plane Plane of Air|GMG}, and you can direct this symphony to attack foes within range. The sounds materialize and manifest as directed, appearing as silhouetted instruments and musicians that dance and bob in the wind.",
				"When you {@action Cast a spell||Cast the Spell}, a captured breath of ephemeral music explodes in a great crescendo, appearing in a space you choose within range. On subsequent rounds, the first time you {@action Sustain a spell||Sustain the Spell} each round, you can move your conjured melody to a space within range (if needed) and create another explosion of music.",
				"Each explosion of sound from the phantom orchestra deals {@damage 8d6} sonic damage to all creatures in a 10-foot burst (basic Fortitude save). The phantom orchestra doesn't take up space, grant flanking, or have any other attributes a creature would."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Pressure Zone",
			"source": "RoE",
			"remaster": true,
			"page": 71,
			"level": 5,
			"traits": [
				"air",
				"concentrate",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 500
			},
			"area": {
				"entry": "20-foot burst",
				"types": [
					"Burst"
				]
			},
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Air pressure drops precipitously, causing pain and debilitation in creatures' inner ears and joints. Each living creature in the area of the spell when you cast it or that enters the area during the spell's duration must attempt a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The creature is {@condition deafened} and {@condition clumsy||clumsy 1} until the end of its next turn, after which it's temporarily immune for 1 hour."
						],
						"Failure": [
							"The creature is {@condition deafened} and {@condition clumsy||clumsy 2}. At the end of each of its turns, it can attempt a new save if it's no longer in the pressure zone. On a success, it ends the effects and is temporarily immune for 1 hour."
						],
						"Critical Failure": [
							"The creature is {@condition deafened} and {@condition clumsy||clumsy 2} for the duration of the spell."
						]
					}
				},
				"A creature {@condition deafened} by this spell can attempt to end the condition by popping its ears. It can use a single action to attempt a new Fortitude save, losing the {@condition deafened} condition from this spell on a success. Some creatures with anatomies that lack inner ears or joints might be immune to these effects, as determined by the GM."
			]
		},
		{
			"name": "Propulsive Breeze",
			"source": "RoE",
			"remaster": true,
			"page": 71,
			"level": 2,
			"traits": [
				"air",
				"manipulate",
				"move"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"trigger": "An ally in range {@action Stride||Strides} or {@action Leap||Leaps}",
			"range": {
				"unit": "feet",
				"number": 60
			},
			"targets": "the triggering creature",
			"entries": [
				"You create a current of wind at your ally's back, propelling their movement. When your ally's {@action Stride} or {@action Leap} ends, the current propels them an additional 15 feet in the same direction as the last 5 feet of their {@action Stride} or {@action Leap}."
			]
		},
		{
			"name": "Shock to the System",
			"source": "RoE",
			"remaster": true,
			"page": 71,
			"level": 7,
			"traits": [
				"air",
				"concentrate",
				"electricity",
				"healing",
				"manipulate",
				"vitality"
			],
			"traditions": [
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"targets": "1 living creature or 1 corpse that died within the last round",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"A dense lightning cloud descends to fill the target's space, then fires a jolt of revitalizing lightning into the target. If the target is a corpse that died within the last round, the creature comes back to life with 0 Hit Points, and any effects and conditions it had when it died, with the exception of {@condition dying}, and its {@condition wounded} condition increases by 1. The creature's initiative is right before yours.",
				"Regardless of whether the creature came back to life or was already alive, it regains {@dice 8d8} Hit Points, and the bolt wakes it up if it was {@condition unconscious}. For the duration of the spell, the target is supercharged. It becomes {@condition quickened} and can use the extra action to {@action Stand}, {@action Stride}, {@action Strike}, or {@action Fly} (if it has a fly Speed). In addition, it can cast 5th-rank thunderstrike as an innate spell at will, using your spell DC.",
				"The cloud that covered the creature remains until the end of the target's next turn. Any creature in the cloud is {@condition hidden}, and anything outside the cloud is {@condition hidden} to any creature inside the cloud."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The healing increases by {@dice 2d8}, and the thunderstrike rank increases by 1."
					]
				}
			}
		},
		{
			"name": "Slashing Gust",
			"source": "RoE",
			"remaster": true,
			"page": 71,
			"level": 1,
			"traits": [
				"air",
				"attack",
				"cantrip",
				"concentrate",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"requirements": "You have at least one free hand.",
			"range": {
				"unit": "feet",
				"number": 60
			},
			"targets": "1 or 2 creatures",
			"entries": [
				"You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.",
				"Make a spell attack roll against each target's AC. This deals {@damage 2d4} slashing damage. On a critical success, a target also takes {@damage 1d4} {@condition persistent damage||persistent bleed damage}. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target takes double damage and {@damage 1d4} {@condition persistent damage||persistent bleed damage}."
						],
						"Success": [
							"The target takes full damage."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d4}, and the {@condition persistent damage} on a critical hit increases by {@dice 1d4}."
					]
				}
			}
		},
		{
			"name": "Stifling Stillness",
			"source": "RoE",
			"remaster": true,
			"page": 71,
			"level": 4,
			"traits": [
				"air",
				"concentrate",
				"manipulate",
				"poison"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"area": {
				"entry": "20-foot burst",
				"types": [
					"Burst"
				]
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You make all air in the target area unnaturally still and unyielding, creating a shimmering haze. The stagnant, heavy air becomes an area of difficult terrain. Creatures in the area that breathe air and aren't holding their breath must spend a single action on their turn straining to breathe the stagnant air; once they do, they still mostly breathe their own exhaled air, taking {@damage 3d6} poison damage (basic Fortitude save) and becoming {@condition fatigued}."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 3d6}."
					]
				}
			}
		},
		{
			"name": "Tempest Cloak",
			"source": "RoE",
			"remaster": true,
			"page": 72,
			"level": 3,
			"traits": [
				"air",
				"concentrate",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You shroud one creature in a cloak of fierce, howling winds, shielding it from attacks and making it difficult to approach. The twisting shield of wind creates difficult terrain in a 5-foot burst surrounding the target. The target also gains a +2 circumstance bonus to its AC against physical ranged attacks, such as attacks made with bows, javelins, or slings. In addition, the sound of the swirling storms makes it easier for the target to ignore anything it doesn't want to hear, granting the target a +2 circumstance bonus to all defenses against {@trait auditory} effects."
			]
		},
		{
			"name": "Vacuum",
			"source": "RoE",
			"remaster": true,
			"page": 72,
			"level": 7,
			"traits": [
				"air",
				"concentrate",
				"incapacitation",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "15-foot emanation",
				"types": [
					"Emanation"
				]
			},
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"unit": "minute",
				"number": 1,
				"sustained": true
			},
			"entries": [
				"During vacuum's duration, you take a \u20131 circumstance penalty against inhaled threats, such as inhaled poisons. If you cast vacuum in an environment where you can't breathe, the spell fails and you immediately begin to suffocate. Creatures in the area must attempt a Fortitude save. A creature that's holding its breath gets a result one degree of success better than it rolled, and creatures that don't need to breathe air are immune to the spell. A creature that later enters the area or ceases holding its breath must attempt a save against the effect. On subsequent rounds, the first time each round you {@action Sustain a spell||Sustain the spell}, you can force each creature in the area to save against the effect.",
				{
					"type": "successDegree",
					"entries": {
						"Success": [
							"The creature begins holding its breath."
						],
						"Failure": [
							"The creature wheezes and gasps as its breath is stolen, becoming {@condition stunned||stunned 1}. The creature then begins holding its breath but has only half its normal number of rounds of remaining air."
						],
						"Critical Failure": [
							"The creature has all the air sucked out from its lungs and immediately starts to suffocate."
						]
					}
				}
			]
		},
		{
			"name": "Voice on the Breeze",
			"source": "RoE",
			"remaster": true,
			"page": 73,
			"level": 2,
			"traits": [
				"air",
				"concentrate"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "mile",
				"number": 10
			},
			"area": {
				"entry": "10-foot burst",
				"types": [
					"Burst"
				]
			},
			"entries": [
				"You whisper a secret message or sound into the wind, which carries it to a designated spot. The message travels to a specific 10-foot burst within range that's familiar to you, provided there's a path for the wind to follow between you and the area. The gentle breeze goes all but unnoticed until it reaches its destination, where it delivers its whisper-quiet message. The message is delivered regardless of who or what is present to hear it, even if no one receives it at all. Once the message is delivered, the spell ends.",
				"Your message can contain no more than 25 words, 1 round's worth of other sounds, or a simple rustling in the air at the target location. It moves at a speed of your choosing between 1 mile per hour and 1 mile per 10 minutes; when it arrives, the wind swirls around the area and whispers the full message. A voice on the breeze can't activate magical effects triggered by voices."
			],
			"heightened": {
				"X": {
					"4": [
						"The range increases to 1,000 miles, and the message can contain up to 100 words."
					]
				}
			}
		},
		{
			"name": "Wisdom of the Wind",
			"source": "RoE",
			"remaster": true,
			"page": 73,
			"level": 5,
			"traits": [
				"uncommon",
				"air",
				"manipulate",
				"concentrate",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"duration": {
				"unit": "unknown",
				"entry": "varies"
			},
			"entries": [
				"You ask a question of the spirits of air, imploring them to send signals through the winds to help you find your way. You might be guided by air elementals, anemoi, or even the Lords of Air themselves. You receive guidance as either words of wisdom or a rustling wind that guides you to a {@condition helpful} destination\u2014whichever the spirits think will be most beneficial. The spirits don't give guidance you can't follow, such as winds that lead somewhere you can't reach, nor do they give advice that will help their causes at the expense of your own. If you've upset all the spirits of air, they don't mislead you but do refuse to guide you.",
				{
					"type": "list",
					"items": [
						"Guiding Gale (detection) A noticeable wind flows continuously toward a destination the spirits think will be valuable for you to find. Though you can't ask for a specific destination, the spirits understand your current circumstances and urgent priorities. They won't lead you to a location you're already aware of or can currently see, unless this might lead you to a fruitful destination you've already dismissed as an option. The spell has a duration of 8 hours or until you reach the destination, whichever comes first. When you arrive, the winds swirl in playful circles and then disperse to make it clear you're in the right place.",
						"Voice of the Sky (auditory, linguistic, prediction) A voice on the wind, clearly audible to you, gives you advice on a course of action that holds positive potential for you. This advice is rarely more than two or three sentences long, typically spoken in Sussuran if you understand it, and Common if not. If you can't hear, the spirits blow small objects around to mimic written words or sign language. If following the advice poses great danger, the spirits typically note this risk but rarely go into detail. The advice is instant, so the spell doesn't have a duration."
					]
				}
			]
		},
		{
			"name": "Zephyr Slip",
			"source": "RoE",
			"remaster": true,
			"page": 73,
			"level": 4,
			"traits": [
				"air",
				"manipulate",
				"move"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"trigger": "A creature enters a space within 5 feet of you",
			"entries": [
				"An arresting breeze sweeps you up in an instant and moves you to safety. You {@action Fly} 15 feet directly away from the triggering creature."
			],
			"heightened": {
				"X": {
					"6": [
						"You and one adjacent ally {@action Fly} up to 25 feet directly away from the triggering creature."
					],
					"8": [
						"You and up to 5 allies within 30 feet {@action Fly} up to 25 feet directly away from the triggering creature."
					]
				}
			}
		},
		{
			"name": "Burrow Ward",
			"source": "RoE",
			"remaster": true,
			"page": 94,
			"level": 2,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "15-foot emanation",
				"types": [
					"Emanation"
				]
			},
			"duration": {
				"sustained": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You solidify the earth around you, hindering burrowing creatures. Creatures that can't burrow through stone can't burrow through the area. Such creatures already underground within the area must succeed at a Fortitude save or be ejected from the area toward the surface. Those who succeed are forced out of the area but can remain underground. Creatures that can burrow through stone treat the area as difficult terrain."
			],
			"heightened": {
				"X": {
					"5": [
						"You create a 30-foot emanation."
					]
				}
			}
		},
		{
			"name": "Cave Fangs",
			"source": "RoE",
			"remaster": true,
			"page": 94,
			"level": 3,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"area": {
				"entry": "20-foot burst",
				"types": [
					"Burst"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"Sharp flowstone formations protrude from the ground and ceiling, dealing {@damage 6d6} piercing damage to creatures in the area with a basic Reflex save. Densely packed with protrusions, the area becomes difficult terrain for the duration. The protrusions turn to dust when the spell ends. You can {@action Dismiss} the spell."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Engrave Memory",
			"source": "RoE",
			"remaster": true,
			"page": 94,
			"level": 5,
			"traits": [
				"uncommon",
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"range": {
				"unit": "touch"
			},
			"targets": "1 stone of at least 1 Bulk",
			"duration": {
				"unit": "unknown",
				"entry": "unlimited"
			},
			"entries": [
				"You store memories inside a stone. This memory can convey up to 10 minutes of material. When you Cast this Spell, choose a command word. Doing so creates a carved symbol on the stone that hints at the word. Any creature can access the memories stored within the stone by using an action to speak the command word.",
				"As it imparts the memories, the stone crumbles to dust, but the memory is infallibly available to the creature that activated the stone for the next 24 hours. After that time, the creature's normal capacity for memory must be relied upon to recall the stone's imparted memory. It's up to the GM what benefit the imparted memory grants, from circumstance bonuses to checks related to the memory or clear information on subjects the memory covers."
			]
		},
		{
			"name": "Exploding Earth",
			"source": "RoE",
			"remaster": true,
			"page": 94,
			"level": 2,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"targets": "1 creature",
			"entries": [
				"You throw a hard-packed ball of earth and stone at a creature, and the projectile explodes upon impact. Attempt a spell attack against the target's AC. If you hit, you deal {@damage 4d6} bludgeoning damage plus {@damage 1d6} bludgeoning splash damage. On a critical hit, double the initial damage, but not the splash damage, and the target you hit must succeed at a Fortitude saving throw or fall {@condition prone}."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The damage increases by {@damage 2d6}, and the splash damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Glass Form",
			"source": "RoE",
			"remaster": true,
			"page": 94,
			"level": 4,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You grant the target properties of dull, transparent glass. The target becomes {@condition concealed}, has no scent, and can't bleed. They gain resistance 5 to acid, cold, electricity, and piercing damage and weakness 5 to sonic and bludgeoning damage. A creature in this form is affected by the {@spell shatter} spell as though the creature were an unattended object. Each time the target takes damage to which the spell grants resistance or weakness, reduce the duration by 1 minute."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The resistances and weaknesses increase by 5."
					]
				}
			}
		},
		{
			"name": "Glass Shield",
			"source": "RoE",
			"remaster": true,
			"page": 94,
			"level": 1,
			"traits": [
				"cantrip",
				"concentrate",
				"earth"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"duration": {
				"unit": "turn",
				"entry": "until the start of your next turn"
			},
			"entries": [
				"You summon a layer of clear glass to keep you from harm. This cantrip functions as the {@spell shield} spell, except it has Hardness 2 and 4 Hit Points. If this shield breaks, provided the breaker is within 5 feet, they must succeed at a basic Reflex save or take {@damage 1d4} piercing damage from the glass shards."
			],
			"heightened": {
				"X": {
					"3": [
						"The shield has Hardness 4 and 8 Hit Points, and the damage increases to {@dice 1d4} + your spellcasting attribute modifier."
					],
					"5": [
						"The shield has Hardness 7 and 16 Hit Points, and the damage increases to {@dice 2d4} + your spellcasting attribute modifier."
					],
					"7": [
						"The shield has Hardness 10 and 24 Hit Points, and the damage increases to {@dice 3d4} + your spellcasting attribute modifier."
					],
					"9": [
						"The shield has Hardness 12 and 32 Hit Points, and the damage increases to {@dice 4d4} + your spellcasting attribute modifier."
					]
				}
			}
		},
		{
			"name": "Grasping Earth",
			"source": "RoE",
			"remaster": true,
			"page": 95,
			"level": 4,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"area": {
				"entry": "10-foot burst on the ground",
				"types": [
					"Burst"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"savingThrow": {
				"type": [
					"F",
					"F"
				]
			},
			"entries": [
				"Handlike protrusions of rock and soil grab and bury creatures. Each creature in the area when you cast the spell, and each creature that ends its turn in the area during the spell's duration, must attempt a Fortitude save. The first time each round you {@action Sustain a spell||Sustain this spell}, each creature still {@condition grabbed} by the earth takes {@damage 1d6} bludgeoning damage, and each creature {@condition restrained} by the earth takes {@damage 2d6} bludgeoning damage. A creature can attempt to {@action Escape}, rolling against your spell DC.",
				{
					"type": "successDegree",
					"entries": {
						"Success": [
							"The creature is unaffected."
						],
						"Failure": [
							"The creature is {@condition grabbed} by the earth."
						],
						"Critical Failure": [
							"The creature is {@condition restrained} by the earth."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The bludgeoning damage dealt when you {@action Sustain a spell||Sustain this spell} increases by {@dice 1d6} for {@condition grabbed} creatures and {@dice 2d6} for {@condition restrained} creatures."
					]
				}
			}
		},
		{
			"name": "Heaving Earth",
			"source": "RoE",
			"remaster": true,
			"page": 95,
			"level": 7,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"targets": "1 creature or object on the ground",
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"entries": [
				"You strike the ground, and unleash a wave that travels through the struck surface to the target. The effect ends as soon as it can't travel through a solid surface, such as a stone floor. Each creature in a line between you and the target is shaken by tremors and must attempt a Reflex saving throw against your spell DC. A creature that fails this save is pushed 10 feet away from you. The wave explodes once it reaches the target, showering the target with earth and stone and dealing {@damage 12d10} bludgeoning damage with a basic Reflex save. A target that fails its save against this explosion is also pushed back 10 feet and knocked {@condition prone}. A creature subject to the explosion doesn't need to save against the tremors."
			],
			"heightened": {
				"X": {
					"9": [
						"The wave explodes on one additional target of your choice in the line to the final target."
					]
				}
			}
		},
		{
			"name": "Instant Potter",
			"source": "RoE",
			"remaster": true,
			"page": 95,
			"level": 1,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"range": {
				"unit": "feet",
				"number": 10
			},
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"You pull earthen material out of the environment, then shape it into one or more earthenware objects that, in combination, can be up to light Bulk. Alternatively, you can cast this spell on objects previously created with this spell, extending their duration. No object can have intricate artistry or complex moving parts, can fulfill a cost or the like, or is made of anything more than clay or earth. Each object is obviously the product of temporary magic and thus can't be sold or passed off as a valuable item."
			],
			"heightened": {
				"X": {
					"2": [
						"You can create objects of up to 1 Bulk. They last 8 hours."
					],
					"3": [
						"You can create objects of up to 2 Bulk. They last 24 hours."
					]
				}
			}
		},
		{
			"name": "Interposing Earth",
			"source": "RoE",
			"remaster": true,
			"page": 95,
			"level": 1,
			"traits": [
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"trigger": "You are the target of a {@action Strike} or would attempt a Reflex save against a damaging area effect.",
			"duration": {
				"number": 3,
				"unit": "round"
			},
			"entries": [
				"You raise a flimsy barrier of earth to shield you from harm. This barrier is 1 inch thick, 5 feet long, 5 feet high, and must be placed on the border between two squares. This barrier appears between you and the source of the triggering effect and grants you standard cover against the triggering effect. If you would be damaged by the triggering effect despite this barrier, the barrier is destroyed, and the damage dealt to you is reduced by 2. The barrier remains in place for 3 rounds (or until destroyed). It has AC 5, 2 Hardness, and 5 Hit Points."
			],
			"heightened": {
				"X": {
					"4": [
						"The damage reduced increases to 8, the barrier's hardness increases to 8, and the barrier's Hit Points increases to 20."
					]
				}
			}
		},
		{
			"name": "Pave Ground",
			"source": "RoE",
			"remaster": true,
			"page": 95,
			"level": 2,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "60-foot line along the ground",
				"types": [
					"Line"
				]
			},
			"duration": {
				"sustained": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You even out the ground and push aside low obstacles. Non-magical difficult terrain or greater difficult terrain composed of earth, rubble, sand, and the like in the area becomes normal terrain. You can attempt a counteract check against magical difficult terrain and greater difficult terrain composed of earthen materials in the area, too, making it normal terrain for the duration if you succeed. The ground doesn't change quickly enough to cause anyone to lose footing, and it doesn't clear concealing features enough to make them non-concealing. At the GM's discretion, if you use this spell on \"ground\" that has no underlying surface to flatten and clear, such as ice on the surface of a lake, the spell fails."
			],
			"heightened": {
				"X": {
					"4": [
						"The area increases to a 120-foot line along the ground."
					],
					"6": [
						"The area increases to a 500-foot line along the ground."
					]
				}
			}
		},
		{
			"name": "Rubble Step",
			"source": "RoE",
			"remaster": true,
			"page": 96,
			"level": 2,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"The target leaves behind a trail of shifting rubble that typically consists of stones, but you could choose another earthen material, such as loose sand or soil. For 2 rounds, when the target willingly moves out of a space, and if the target is in contact with the ground, the ground in that space becomes difficult terrain. The difficult terrain remains for the spell's duration."
			],
			"heightened": {
				"X": {
					"4": [
						"The target leaves difficult terrain behind for 1 minute instead of two rounds, and the spell's duration is 10 minutes."
					]
				}
			}
		},
		{
			"name": "Sand Form",
			"source": "RoE",
			"remaster": true,
			"page": 96,
			"level": 3,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You grant the target's body and gear aspects of sand. The target gains resistance 5 to piercing and slashing damage, has no scent, and can't bleed. In sandy terrain, even when out in the open, the target has enough concealment to attempt to {@action Hide}. Each time the target takes damage to which sand form grants resistance, reduce the duration of the spell by 1 minute."
			],
			"heightened": {
				"X": {
					"5": [
						"The resistance is 10."
					],
					"7": [
						"The resistance is 15."
					]
				}
			}
		},
		{
			"name": "Sliding Blocks",
			"source": "RoE",
			"remaster": true,
			"page": 96,
			"level": 4,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"duration": {
				"sustained": true,
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You conjure up to six 5-foot stone cubes you can gently move with a gesture. Each cube appears in any space within range, and they're capable of levitating. If you conjure a cube in an occupied space or in a space that can't accommodate it, it fails to appear. Each 5-foot cube can be Climbed with a successful DC 10 {@skill Athletics} check and has AC 10, Hardness 10, and 40 Hit Points. If any of the cubes is ever farther away from you than the range of this spell, it immediately crumbles into dust.",
				"Each time you {@action Sustain a spell||Sustain this spell}, you can move up to two of the conjured cubes up to 10 feet each in any direction, including vertically. You can choose different cubes to move each time you {@action Sustain a spell||Sustain}."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The cubes have 10 additional Hit Points, and you can move the chosen cubes an additional 5 feet each time you {@action Sustain a spell||Sustain this Spell}."
					]
				}
			}
		},
		{
			"name": "Tremor Signs",
			"source": "RoE",
			"remaster": true,
			"page": 97,
			"level": 1,
			"traits": [
				"cantrip",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"targets": "1 creature",
			"entries": [
				"You send a series of tremors, no longer than a short sentence of speech, toward your target. If the target is within range and connected to the same body of earth as you, the vibrations reach the target through the ground. You need neither line of sight nor line of effect, so a target on another floor of a building is a valid target.",
				"The target can give a brief, vibrational response as a reaction, or as a free action on their next turn, but they must be within range to do so. If they respond, their response is delivered to you through tremors you feel, as with the original message. The tremors impart a clear meaning only if you and the target know that meaning, such as three tremors for a specific warning, two for another. Neither of you can impart a nuanced or new meaning using this spell.",
				"A creature that has tremorsense can feel the vibrations from this spell if the creature is within range of the vibrations at any point during their journey to any target."
			],
			"heightened": {
				"X": {
					"4": [
						"The spell can target up to 5 creatures."
					]
				}
			}
		},
		{
			"name": "Tremorsense",
			"source": "RoE",
			"remaster": true,
			"page": 97,
			"level": 2,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You become aware of vibrations in the ground around you. You gain tremorsense as an imprecise sense with a range of 30 feet. As normal for tremorsense, you can detect a creature only if it's on the same surface as you and only if the subject is moving along (or burrowing through) the surface."
			],
			"heightened": {
				"X": {
					"3": [
						"The spell's duration is 1 hour."
					],
					"5": [
						"The spell's duration is 8 hours."
					]
				}
			}
		},
		{
			"name": "Vitrifying Blast",
			"source": "RoE",
			"remaster": true,
			"page": 97,
			"level": 6,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"area": {
				"entry": "15-foot cone",
				"types": [
					"Cone"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"unit": "unknown",
				"entry": "varies"
			},
			"entries": [
				"You launch a cone of glass shards, which embed in creatures to turn them partially to glass. The shards deal {@damage 8d6} piercing damage to creatures in the area, based on each creature's saving throw.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target is unaffected."
						],
						"Success": [
							"The target takes half damage and gains weakness 3 to sonic and bludgeoning damage for 1 round."
						],
						"Failure": [
							"The target takes full damage, is {@condition slowed||slowed 1}, and gains weakness to sonic and bludgeoning damage. The weakness is equal to 3 × the {@condition slowed} value it has from this spell. The target must attempt a Fortitude save at the end of each of its turns; this ongoing save has the {@trait incapacitation} trait. On a failed save, the creature's {@condition slowed} value increases by 1 (or by 2 on a critical failure), to a maximum of {@condition slowed||slowed 3}. A successful save reduces the creature's {@condition slowed} value by 1 (or by 2 on a critical success). If the creature ends its turn with a {@condition slowed} value of 0, the effect ends."
						],
						"Critical Failure": [
							"As failure, but the target is initially {@condition slowed||slowed 2}."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Weaken Earth",
			"source": "RoE",
			"remaster": true,
			"page": 97,
			"level": 1,
			"traits": [
				"concentrate",
				"earth",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"targets": "1 creature, unattended object, or hazard or structure made of stone or earth",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"If your target has Hardness, you can affect one contiguous object, up to a 5-foot cube, or one creature, decreasing the Hardness by 5, to a minimum of 0. If the target lacks Hardness, it gains weakness 3 to physical damage. A target with a Fortitude modifier can attempt a Fortitude saving throw, negating the effect on a success."
			],
			"heightened": {
				"plusX": {
					"2": [
						"Hardness decreases by 5, the size of a contiguous object increases by one 5-foot cube, and the weakness increases by 3."
					]
				}
			}
		},
		{
			"name": "Practice Makes Perfect",
			"source": "RoE",
			"remaster": true,
			"page": 97,
			"level": 1,
			"traits": [
				"uncommon",
				"focus",
				"manipulate"
			],
			"domains": [
				"Toil"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"trigger": "You are an ally within range fails a skill check for a skill in which you or they are trained.",
			"range": {
				"unit": "feet",
				"number": 30
			},
			"targets": "the triggering creature",
			"entries": [
				"The target gains a +2 status bonus to the triggering check, or a +3 bonus if the target has master or better proficiency in the skill. This bonus can change the outcome of the target's check."
			],
			"focus": true
		},
		{
			"name": "Tireless Worker",
			"source": "RoE",
			"remaster": true,
			"page": 97,
			"level": 4,
			"traits": [
				"concentrate",
				"focus",
				"healing",
				"manipulate"
			],
			"domains": [
				"Toil"
			],
			"range": {
				"number": 30,
				"unit": "feet"
			},
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"targets": "the triggering creature",
			"entries": [
				"You suppress your choice of one of the following conditions that's affecting the target: {@condition clumsy}, {@condition encumbered}, {@condition enfeebled}, or {@condition fatigued}. If you don't remove the effect that caused the condition, the condition returns after the spell's duration expires."
			],
			"focus": true
		},
		{
			"name": "Blazing Armory",
			"source": "RoE",
			"remaster": true,
			"page": 118,
			"level": 2,
			"traits": [
				"concentrate",
				"fire",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 5,
				"unit": "minute"
			},
			"entries": [
				"As long as you have magic, you're never unarmed. You materialize a flaming simulacrum of any common simple or martial weapon into the target's grasp. The target must have a free hand to hold the weapon, or else the weapon falls to the ground in the target's space. The blazing weapon functions as a +1 striking weapon, and its damage type changes to fire. The damage type can't be changed using the {@trait versatile} trait, {@trait modular} trait, or similar methods.",
				"A thrown weapon rematerializes in the target's hand after the {@action Strike} is complete. If you choose a ranged weapon that uses ammunition, the wielder must still reload the weapon using the normal number of actions, though this generates ammunition automatically; this functions as normal ammunition, and the blazing weapon can't use other types of ammunition.",
				"Any creature other than you or the target that attempts to touch, make a {@action Strike} with, or {@action Disarm} the weapon takes {@damage 1d6} fire damage each time."
			],
			"heightened": {
				"X": {
					"4": [
						"You can target up to 5 willing creatures and can choose a different weapon for each target. The weapons function as +1 striking flaming weapons."
					],
					"6": [
						"As 4th, but the weapons function as +2 greater striking flaming weapons."
					],
					"8": [
						"As 4th, but the weapons function as +3 greater striking greater flaming weapons."
					],
					"10": [
						"As 4th, but the weapons function as +3 superior striking greater flaming weapons."
					]
				}
			}
		},
		{
			"name": "Cauterize Wounds",
			"source": "RoE",
			"remaster": true,
			"page": 118,
			"level": 2,
			"traits": [
				"concentrate",
				"fire",
				"healing",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"targets": "up to 5 willing creatures",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You seal bleeding wounds with fire. Any target that has {@condition persistent damage||persistent bleed damage} can choose to take 1 fire damage. If it does, it can attempt to recover from its {@condition persistent damage||persistent bleed damage}, with the lower DC for particularly effective assistance. During the spell's duration, you can use a single action, which has the {@trait concentrate} trait, to repeat this effect for one target of the spell."
			]
		},
		{
			"name": "Cinder Swarm",
			"source": "RoE",
			"remaster": true,
			"page": 118,
			"level": 4,
			"traits": [
				"concentrate",
				"fire",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F",
					"R"
				],
				"entry": "Fortidue or basic Reflex (see text)"
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You breathe life into a mass of fiery critters. They swarm the target and create an aura around it in a 5-foot emanation. The target and enemies in the aura are subject to an effect depending on the insects you choose. On subsequent rounds, the first time you minute {@action Sustain a spell||Sustain this spell} each round, you repeat the effect on the target and all your enemies in the insect aura. Pick a type of insect to determine the effects.",
				"{@b Fire Ants} You create fiery flying ants that deal {@damage 3d6} piercing damage plus {@damage 2d6} {@condition persistent damage||persistent fire damage} with a basic Reflex save. A creature that fails its save must move 5 feet in a direction of your choice as it tries to escape the biting ants; this happens after all the creatures attempt their saves and can't add new creatures to the aura if the main target moves.",
				"{@b Fireflies} (incapacitation) You create a flurry of fireflies that deal {@damage 3d6} fire damage and can dazzle or blind, depending on the target's Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature takes no damage."
						],
						"Success": [
							"The creature takes half damage and is {@condition dazzled} for 1 round."
						],
						"Failure": [
							"The creature takes full damage and is {@condition blinded} for 1 round. It's then temporarily immune to being {@condition blinded} by cinder swarm for 24 hours."
						],
						"Critical Failure": [
							"As failure, but double damage and {@condition blinded} for 1 minute."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the ants' piercing damage and fireflies' fire damage by {@dice 2d6}."
					]
				}
			}
		},
		{
			"name": "Dehydrate",
			"source": "RoE",
			"remaster": true,
			"page": 118,
			"level": 1,
			"traits": [
				"concentrate",
				"fire",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"area": {
				"entry": "5-foot burst",
				"types": [
					"Burst"
				]
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"entry": "Fortidue (see text)"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You stir the inner fire of all things within the area, driving out moisture. All creatures in the area take {@damage 1d6} {@condition persistent damage||persistent fire damage} with a basic Fortitude save; creatures with the {@trait water} or {@trait plant} traits get a result one degree of success worse than they rolled. The spell ends for a creature when its {@condition persistent damage} ends.",
				"A creature affected by dehydrate attempts an additional Fortitude save at the end of each of its turns, before rolling to recover from the {@condition persistent damage}. It can forgo this additional save if it consumed water or a similar hydrating liquid within the last round (drinking typically requires a single action).",
				{
					"type": "successDegree",
					"entries": {
						"Success": [
							"The creature takes no additional effect."
						],
						"Failure": [
							"The creature is {@condition enfeebled||enfeebled 1} until the end of its next turn."
						],
						"Critical Failure": [
							"The creature is {@condition enfeebled||enfeebled 2} until the end of its next turn."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"2": [
						"The range increases by 10 feet, the burst increases by 5 feet, and the {@condition persistent damage||persistent fire damage} increases by {@damage 3d6}."
					]
				}
			}
		},
		{
			"name": "Eat Fire",
			"source": "RoE",
			"remaster": true,
			"page": 119,
			"level": 1,
			"traits": [
				"cantrip",
				"fire",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"trigger": "You would take fire damage",
			"duration": {
				"unit": "turn",
				"entry": "until the end of your next turn"
			},
			"entries": [
				"You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall {@condition unconscious}, inhale, or exhale (this includes speaking).",
				"{@b Belch Smoke} {@as 1} You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are {@condition concealed}, and all other creatures are {@condition concealed} to them. The smoke lasts for 1 minute or until dispersed by a strong wind."
			],
			"heightened": {
				"plusX": {
					"3": [
						"The resistance increases by 5."
					]
				}
			}
		},
		{
			"name": "Falsify Heat",
			"source": "RoE",
			"remaster": true,
			"page": 119,
			"level": 2,
			"traits": [
				"concentrate",
				"fire",
				"illusion",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"targets": "1 willing creature or object",
			"duration": {
				"number": 8,
				"unit": "hour"
			},
			"entries": [
				"You veil the signs of the fires of vitality, altering the target's apparent body temperature. This illusion applies to all senses, and a creature that touches the target can attempt to disbelieve the illusion. You can {@action Dismiss} the spell. Choose an illusory body temperature when you cast the spell.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Moderate",
							"entry": "The target's body temperature appears the same as the surrounding environment, giving the target a +2 circumstance bonus to {@skill Deception} checks to {@action Impersonate} an undead, a cold-blooded creature, or an inanimate object (such as a corpse). The target is also {@condition invisible} to {@spell heatvision|RoE} and other abilities that sense heat similarly."
						},
						{
							"type": "item",
							"name": "Warm",
							"entry": "The target appears to emit substantial body heat, gaining a +2 circumstance bonus to {@skill Deception} checks to {@action Impersonate} a warm-blooded creature."
						}
					]
				}
			],
			"heightened": {
				"X": {
					"4": [
						"You can target up to 10 creatures, and you can choose a different body temperature for each of them."
					]
				}
			}
		},
		{
			"name": "Fire's Pathway",
			"source": "RoE",
			"remaster": true,
			"page": 119,
			"level": 5,
			"traits": [
				"uncommon",
				"concentrate",
				"fire",
				"manipulate",
				"teleportation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You step into a blazing fire that's big enough for you to fit inside and instantly teleport to any other fire within 5 miles that also has a sufficiently large size. Once you enter the first fire, you instantly know the rough locations of other sufficiently large fires within range and can exit from the original fire, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails."
			],
			"heightened": {
				"X": {
					"6": [
						"The fire you exit can be up to 50 miles away."
					],
					"8": [
						"The fire you exit can be up to 500 miles away."
					],
					"9": [
						"The fire you exit can be anywhere on the same planet."
					]
				}
			}
		},
		{
			"name": "Fireproof",
			"source": "RoE",
			"remaster": true,
			"page": 119,
			"level": 2,
			"traits": [
				"concentrate",
				"fire",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"range": {
				"unit": "touch"
			},
			"targets": "1 objectup to 10 Bulk",
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"You prevent the target item from conducting heat or catching fire for the spell's duration. The item gains fire resistance 10. In addition, effects with the {@trait fire} trait that target the item must first succeed at a counteract check against your spell DC."
			],
			"heightened": {
				"X": {
					"4": [
						"The duration is 24 hours."
					],
					"6": [
						"The duration is unlimited."
					]
				}
			}
		},
		{
			"name": "Flame Dancer",
			"source": "RoE",
			"remaster": true,
			"page": 119,
			"level": 5,
			"traits": [
				"concentrate",
				"fire",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Fire encircles the target's hands and feet, and its eyes and hair catch ablaze. The target's unarmed Strikes deal an additional {@damage 2d6} fire damage. Critical hits with these Strikes also deal {@damage 2d4} {@condition persistent damage||persistent fire damage}. Additionally, when the target attempts to {@action Demoralize} a foe, they can use {@skill Performance} instead of {@skill Intimidation}; when using {@skill Performance} to {@action Demoralize}, the action loses the {@trait auditory} trait but gains the {@trait visual} trait, and the target doesn't take a penalty when attempting to {@action Demoralize} a creature that doesn't understand its language."
			],
			"heightened": {
				"X": {
					"7": [
						"The fire damage increases to {@dice 3d6}, and the {@condition persistent damage||persistent fire damage} increases to {@dice 3d4}. If the target gets a critical success on a {@action Demoralize} check using {@skill Performance}, the target of the {@action Demoralize} check becomes {@condition fleeing} from the target of flame dancer for 1 round."
					]
				}
			}
		},
		{
			"name": "Flames of Ego",
			"source": "RoE",
			"remaster": true,
			"page": 119,
			"level": 5,
			"traits": [
				"concentrate",
				"fire",
				"incapacitation",
				"light",
				"manipulate",
				"mental"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"unit": "unknown",
				"entry": "varies"
			},
			"entries": [
				"Elegant flames of incredible beauty coruscate across the target's body, creating overconfidence and carelessness. The target attempts a Will save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target is unaffected."
						],
						"Success": [
							"The target sheds bright light in a 20-foot emanation (and dim light to the next 40 feet) and becomes {@condition fascinated} with itself for 1 round. It must spend at least 1 action on its turn on a taunting display of arrogance or overconfidence. Using actions that include such a display\u2014such as using {@action Perform} to show off\u2014count toward this requirement."
						],
						"Failure": [
							"As success, but the duration is 1 minute and the target can't act {@condition hostile} toward a creature until that creature acts {@condition hostile} toward the target."
						],
						"Critical Failure": [
							"As failure, except the target must spend at least 2 actions on its turn on a taunting display of arrogance or overconfidence."
						]
					}
				}
			]
		},
		{
			"name": "Heatvision",
			"source": "RoE",
			"remaster": true,
			"page": 120,
			"level": 3,
			"traits": [
				"uncommon",
				"concentrate",
				"fire",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"The target visually senses the heat energy emitted by the creatures and objects around it, gaining infrared vision at a range of 60 feet as a precise sense. This vision can detect any warm-blooded creature or source of heat not completely covered behind a solid object, such as a wall; this bypasses any concealment granted by smoke or darkness. It can similarly detect especially cold creatures and sources of cold. Almost all creatures with the {@trait cold} or {@trait fire} trait can be detected with heatvision. Undead and constructs are typically the same temperature as their environment and can't be detected with heatvision. The GM decides in other cases."
			],
			"heightened": {
				"X": {
					"6": [
						"The duration lasts until you next make your daily preparations, and the range increases to 120 feet."
					]
				}
			}
		},
		{
			"name": "Illuminate",
			"source": "RoE",
			"remaster": true,
			"page": 120,
			"level": 1,
			"traits": [
				"cantrip",
				"fire",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "30-foot emanation (see text)",
				"types": [
					"Emanation"
				]
			},
			"entries": [
				"You light all non-magical light sources in the area that use fire to provide their light\u2014such as candles, lamps, and sconces. You can choose to make the emanation smaller than its maximum, to any distance of your choice. If a light source is attended by an unwilling creature, that creature can attempt a Reflex save to snuff the light out before it becomes noticeable."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The maximum area increases by 10 feet."
					]
				}
			}
		},
		{
			"name": "Phoenix Ward",
			"source": "RoE",
			"remaster": true,
			"page": 120,
			"level": 4,
			"traits": [
				"concentrate",
				"fire",
				"manipulate"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You raise a fiery shield around yourself, gaining resistance 10 to fire. If you take fire damage that would reduce you to 0 Hit Points, the phoenix ward absorbs any damage beyond the amount that would bring you to 1 Hit Point. The ward then heals you in a brilliant display of flames in the shape of a phoenix's wings and envelop you in light. You regain Hit Points equal to {@dice 4d8} + the absorbed damage; this is a healing vitality effect. The phoenix ward then ends, and you can't cast it again for 24 hours."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The healing increases by {@dice 1d8}."
					]
				}
			}
		},
		{
			"name": "Rainbow Fumarole",
			"source": "RoE",
			"remaster": true,
			"page": 121,
			"level": 8,
			"traits": [
				"concentrate",
				"fire",
				"incapacitation",
				"light",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 500
			},
			"area": {
				"entry": "20-foot radius, 60-foot-tall cylinder",
				"types": [
					"Cylinder"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Multi-hued flames break through cracks in the ground, reaching high into the sky and giving off dangerous fumes. When you cast the spell, roll {@dice 1d8} on the table below to determine the effects of the fumarole. Any creature caught inside the area of rainbow fumarole when you cast it takes the indicated damage with a basic Reflex save and, on a failure, takes any added effect listed. Creatures must also attempt a saving throw when they move through the spell's area or end their turn in it. Squares within the area of the rainbow fumarole are difficult terrain.",
				{
					"type": "table",
					"labelRowIdx": [
						0
					],
					"colSizes": [
						1,
						2,
						4,
						4
					],
					"colStyles": [
						"text-center",
						"text-center",
						"text-left",
						"text-center"
					],
					"rows": [
						[
							"{@dice 1d8}",
							"Color",
							"Damage",
							"Added Effect"
						],
						[
							"1",
							"Red",
							"50 fire plus {@dice 2d6} {@condition persistent damage||persistent fire}",
							"\u2014"
						],
						[
							"2",
							"Orange",
							"50 fire",
							"Knocked {@condition prone}"
						],
						[
							"3",
							"Yellow",
							"30 fire plus 20 bludgeoning",
							"Pushed 10 feet"
						],
						[
							"4",
							"Green",
							"20 fire plus 20 acid",
							"{@condition Sickened} 2"
						],
						[
							"5",
							"Blue",
							"30 fire",
							"{@condition Paralyzed} for 1 round"
						],
						[
							"6",
							"Blue",
							"30 fire",
							"{@condition Confused} for 1 minute"
						],
						[
							"7",
							"Blue",
							"30 fire",
							"{@condition Slowed} 1 for 1 minute"
						],
						[
							"8",
							"Blue",
							"Choose the color for each affected creature and use that color's damage and added effect; if a creature is affected again, you can choose a different color.",
							"\u2014"
						]
					]
				}
			]
		},
		{
			"name": "Signal Skyrocket",
			"source": "RoE",
			"remaster": true,
			"page": 121,
			"level": 1,
			"traits": [
				"concentrate",
				"fire",
				"manipulate",
				"sonic"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 1000
			},
			"area": {
				"entry": "30-foot burst",
				"types": [
					"Burst"
				]
			},
			"entries": [
				"With a pinch of metallic powder and gunpowder, you call forth blistering red energy that shoots straight upward into the air and explodes, unleashing a crackling boom. Over time, you might even customize your own pattern and color for the skyrocket as you refine the spell.",
				"You can't change the direction or distance of the rocket\u2014it must go straight up, continuing up to the maximum range if possible. If the rocket explodes at its maximum height, the bright light can be seen up to 10 miles away, and the sound of the explosion can be heard up to 1 mile away under clear weather conditions.",
				"If the rocket explodes in an enclosed space smaller than the full size of the burst, each creature in the area takes {@damage 1d10} sonic damage depending on the result of its Reflex save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The creature takes half damage."
						],
						"Failure": [
							"The creature takes full damage and is {@condition dazzled} for 1 round."
						],
						"Critical Failure": [
							"The creature takes double damage and is {@condition blinded} for 1 round."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The sonic damage increases by {@damage 1d10}."
					]
				}
			}
		},
		{
			"name": "Thermal Remedy",
			"source": "RoE",
			"remaster": true,
			"page": 121,
			"level": 2,
			"traits": [
				"concentrate",
				"fire",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"range": {
				"unit": "touch"
			},
			"targets": "up to 1 gallon of non-magical liquid or up to 5 pounds of food",
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"You adjust the delicate levels of bitter ingredients in food and drink to draw out their full restorative and fortifying properties. Choose one of the benefits listed below. Any creature that consumes the targeted drink or food gains that benefit. Up to 10 creatures can partake in the meal, and a creature gets no extra benefit for consuming more than one portion.",
				{
					"type": "list",
					"items": [
						"Gain 5 temporary Hit Points.",
						"Gain resistance 2 to fire.",
						"Gain a +1 circumstance bonus to saves against disease."
					]
				}
			],
			"heightened": {
				"X": {
					"4": [
						"Your remedy provides two benefits of your choice instead of one. The temporary Hit Points increase to 10, the resistance to fire increases to 3, the bonus against disease increases to +2, and the duration is 2 hours."
					],
					"7": [
						"The remedy provides all three benefits. The temporary Hit Points increase to 15, the resistance to fire increases to 5, the bonus against disease increases to +3, and the duration is 8 hours."
					]
				}
			}
		},
		{
			"name": "Ymeri's Mark",
			"source": "RoE",
			"remaster": true,
			"page": 121,
			"level": 4,
			"traits": [
				"concentrate",
				"curse",
				"detection",
				"fire",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"unit": "unknown",
				"entry": "varies"
			},
			"entries": [
				"You place the fiery mark of the Queen of the Inferno on the target, burning into the creature's very essence. The mark gives off a heat that only you can sense; as long as you're on the same plane as the target, you can sense the direction it's in. The target is {@condition fatigued} and can't reduce the value of this condition normally.",
				"You can detonate the mark at any point during its duration by Dismissing the spell. The rune explodes in a 10-foot emanation centered on the target that deals {@damage 5d6} fire damage with a basic Reflex save. You choose whether the mark's target is included in the explosion.",
				"When you cast the spell, the target attempts a Fortitude save to determine how long the mark lasts. If the spell's duration elapses, the rune doesn't detonate.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target is unaffected."
						],
						"Success": [
							"The duration is 1 minute."
						],
						"Failure": [
							"The duration is 1 week."
						],
						"Critical Failure": [
							"The duration is unlimited."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Beheading Buzz Saw",
			"source": "RoE",
			"remaster": true,
			"page": 142,
			"level": 7,
			"traits": [
				"concentrate",
				"manipulate",
				"metal"
			],
			"traditions": [
				"arcane"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "60-foot line",
				"types": [
					"Line"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"entries": [
				"You compress molten scraps pulled from the Plane of Metal into a spinning disc with gruesome blades protruding from its edges. It wheels forward, slicing through anyone in its path. Each creature in the area takes {@damage 5d10} slashing damage and {@damage 4d6} {@condition persistent damage||persistent bleed damage}, with a Reflex save.",
				{
					"type": "successDegree",
					"entries": {
						"Success": [
							"The creature is unaffected."
						],
						"Failure": [
							"The creature takes full damage."
						],
						"Critical Failure": [
							"The creature takes double damage. If the creature has a head, it must succeed at a Fortitude save or be decapitated; this kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head. This second save has the {@trait death} and {@trait incapacitation} traits."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The slashing damage increases by {@damage 1d10}, and the {@condition persistent damage||persistent bleed damage} increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Clad in Metal",
			"source": "RoE",
			"remaster": true,
			"page": 142,
			"level": 2,
			"traits": [
				"concentrate",
				"manipulate",
				"metal"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"targets": "1 metal object of 5 Bulk or less that's unattended or attended by a willing creature",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You briefly swap the outer surface of the metal in an object with a suitable amount of a common precious metal from the {@plane Plane of Metal|RoE}. You can instead choose an uncommon or rare metal if you have access to it or the GM has given you access to it.",
				"The object functions as an item of that metal, provided the item would be 2nd level or lower. For example, you could make a dagger into a cold iron or silver dagger (2nd-level items) but couldn't make full plate into cold iron armor or silver armor (5th-level items). This imparts any special properties of the precious metal\u2014a weapon clad in cold iron activates weaknesses to cold iron, for example\u2014and suppresses any special properties of the original metal of which the item was made.",
				"The spell neither changes the structural integrity of the item nor damages it. The object can pass a cursory inspection, but the {@trait magical} effect is obvious to anyone who studies the item closely, so it doesn't alter the Price of the item if you attempt to sell it."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The maximum level of the precious metal increases by 2."
					]
				}
			}
		},
		{
			"name": "Conductive Weapon",
			"source": "RoE",
			"remaster": true,
			"page": 142,
			"level": 1,
			"traits": [
				"electricity",
				"concentrate",
				"manipulate",
				"metal"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"targets": "1 metal weapon that is unattended or is wielded by you or a willing ally",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You channel powerful electric current through the metal of a weapon, zapping anyone the item hits. The target becomes a +1 shock weapon. If any target of an attack with the weapon is wearing metal armor or is primarily made of metal, the electricity damage die from the shock rune is {@dice 1d12}."
			]
		},
		{
			"name": "Detect Metal",
			"source": "RoE",
			"remaster": true,
			"page": 142,
			"level": 1,
			"traits": [
				"cantrip",
				"concentrate",
				"detection",
				"manipulate",
				"metal"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "30-foot emanation",
				"types": [
					"Emanation"
				]
			},
			"entries": [
				"You attune yourself to magnetic fields, becoming aware of the presence or absence of metallic objects, veins, and deposits within the area. You can choose to ignore metal you're fully aware of, such as the gear you and your allies wear and carry.",
				"You detect metal {@condition hidden} by illusions (such as invisibility) only if the illusion has a lower rank than your detect metal spell. Against deceptive illusions, detect metal always notices an absence of metal when a non-metallic object is disguised as metallic. However, if the deception involves disguising one metallic object as another, such as pretending a copper coin is made of gold, detect metal registers only the presence of metal, not its type, even if the rank of your detect metal spell exceeds that of the {@trait illusion} effect."
			],
			"heightened": {
				"X": {
					"3": [
						"You can discern all types of metal you detected. Your spell can overcome deceptive illusory spells hiding one metal as another if the magic effect's rank is lower than that of your detect metal spell."
					]
				}
			}
		},
		{
			"name": "Ferrous Form",
			"source": "RoE",
			"remaster": true,
			"page": 142,
			"level": 8,
			"traits": [
				"concentrate",
				"metal",
				"manipulate",
				"polymorph"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"Your body transforms entirely into flexible iron. You gain resistance 10 to physical damage, except adamantine. You're immune to {@trait death} effects, disease, {@condition drained}, {@condition fatigued}, healing, nonlethal attacks, {@condition paralyzed}, poison, {@condition sickened}, vitality, and void; any of those conditions you had when the spell is cast are suspended until the spell ends, then return with their remaining duration when the spell ends. While made of iron, you're subject to rusting effects like the {@spell rust cloud|RoE} spell.",
				"Your fist {@action Strike||Strikes} have a {@dice 1d10} damage die, and your metal spells deal one additional die of damage (of the same damage die and damage type the spell uses). You can cast {@spell needle darts|RoE} as an innate spell; the casting is reduced from 2 actions to 1.",
				"In this form, you don't need to breathe. Your Bulk doubles (to 6 if you're Small or 12 if you're Medium), and you become too dense to {@action Swim} in water, automatically sinking to the bottom. You can {@action Dismiss} the spell."
			],
			"heightened": {
				"X": {
					"9": [
						"The resistance increases to 15."
					]
				}
			}
		},
		{
			"name": "Field of Razors",
			"source": "RoE",
			"remaster": true,
			"page": 143,
			"level": 6,
			"traits": [
				"concentrate",
				"manipulate",
				"metal"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"area": {
				"entry": "20-foot burst",
				"types": [
					"Burst"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You grind a chunk of your choice of metal to fine dust between your hands and blow it into the air, where it grows into a tangle of wires covered in razor-sharp prongs. The metal must be of a type you currently have in your possession. The covered area is difficult terrain. A creature that moves through the area takes 5 slashing damage per square traversed.",
				"If a creature takes slashing, piercing, or {@condition persistent damage||persistent bleed damage} while inside the thicket, you can spend a reaction to grow the iron in the shed blood into additional wires, expanding the burst by 5 feet. You can grow the area four times in this way, to a maximum of a 40-foot burst.",
				"The barbed wires are made of the metal you chose and activate resistances, weaknesses, and the like normally. The metal reforms in your possession when the spell ends."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage per square increases by 2."
					]
				}
			}
		},
		{
			"name": "Fold Metal",
			"source": "RoE",
			"remaster": true,
			"page": 143,
			"level": 1,
			"traits": [
				"concentrate",
				"manipulate",
				"metal"
			],
			"traditions": [
				"arcane"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"targets": "1 unattended metallic object up to 5 Bulk",
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"You bend the target object into a smooth metallic ball no larger than an egg. The target reverts to its original shape only when you {@action Dismiss} the spell, the duration expires, or if the ball touches water or fire, whichever comes first.",
				"Creatures that see the reshaped object can attempt a {@skill Perception} check against your spell DC to notice the ball might not actually be what it seems. If the object is magical, it retains its magical auras but can't be worn, affixed, or Activated."
			],
			"heightened": {
				"X": {
					"3": [
						"The spell duration becomes 1 hour."
					]
				}
			}
		},
		{
			"name": "Magnetic Dominion",
			"source": "RoE",
			"remaster": true,
			"page": 143,
			"level": 9,
			"traits": [
				"concentrate",
				"manipulate",
				"metal"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "100-foot emanation",
				"types": [
					"Emanation"
				]
			},
			"targets": "any number of creatures wearing metal armor, creatures made of metal, creatures that have the {@trait metal} trait, and unattended metal objects",
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"unit": "minute",
				"number": 1,
				"sustained": true
			},
			"entries": [
				"The roiling magnetic fields of the {@plane Plane of Metal|RoE} radiate from you as you channel and reshape them at your merest thought. When you {@action Cast a spell||Cast this Spell}, you can relocate each affected target to any other unoccupied space within the emanation. You can't move yourself in this way. An unwilling target can resist being moved with a successful Reflex save.",
				"The creatures move all at once\u2014after you know the results of all the saves, you determine which target occupies each space in whatever order you choose. You can move a creature into a space that was previously occupied by another creature so long as you also relocate the first creature elsewhere as part of the movement. If you move a target into the air, it descends to the ground harmlessly after being moved unless it chooses not to.",
				"You can choose to be affected by an 8th-rank {@spell magnetic repulsion|SoM} spell that lasts for the duration of magnetic dominion. Each time you {@action Sustain a spell||Sustain the spell}, you can move one creature in the emanation, with the same targeting restrictions and stipulations as above."
			]
		},
		{
			"name": "Mantle of the Melting Heart",
			"source": "RoE",
			"remaster": true,
			"page": 143,
			"level": 5,
			"traits": [
				"concentrate",
				"manipulate",
				"metal",
				"morph"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You bathe yourself in a mantle of liquid metal, gilding your skin and armor with an oily sheen. Upon Casting this Spell, pick two of the options below. As a single action, which has the {@trait concentrate} trait, you can change one of your chosen abilities to a different option from the list.",
				{
					"type": "list",
					"items": [
						"Copper Core You draw electricity toward you, then disperse it. You gain resistance 10 to electricity. All {@trait electricity} effects within 30 feet of you must succeed at a counteract check against your spell DC or target you and only you.",
						"Golden Flesh Your body gains the chemical inertness of gold, barely reacting to substances that would otherwise greatly disturb your physiology. You become immune to poison and disease and gain a +2 circumstance bonus to your checks against any {@trait poison} and {@trait disease} effects currently affecting you.",
						"Reactive Touch Your touch reacts easily with other metals. Any metal that touches you or that you touch takes {@damage 2d6} acid damage that bypasses Hardness.",
						"Weighted Grasp Your arms become long cables, your fists heavy as anchors. You gain a cabled fist unarmed attack with the disarm, finesse, {@trait reach}, and {@trait trip} traits and that's in the flail group. Your cabled fist deals {@damage 1d4} bludgeoning damage plus an additional {@damage 1d6} poison damage and Grab."
					]
				}
			]
		},
		{
			"name": "Mercurial Stride",
			"source": "RoE",
			"remaster": true,
			"page": 144,
			"level": 4,
			"traits": [
				"concentrate",
				"manipulate",
				"metal",
				"poison"
			],
			"traditions": [
				"arcane",
				"occult"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"entries": [
				"Your form ripples as you take on the fluidity and toxicity of quicksilver. You partially shift into a liquid metal form and {@action Stride} up to twice your speed. During this movement, you can pass through one creature's space\u2014without needing to attempt a check to {@action Tumble Through}\u2014by splitting into droplets of mercury and reforming on the other side, though you can't end your turn in such a space. Passing through a creature's space in this way exposes it to mercury poisoning, with a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target is unaffected."
						],
						"Success": [
							"The target becomes {@condition sickened||sickened 1}."
						],
						"Failure": [
							"The target becomes {@condition sickened||sickened 2} and takes {@damage 6d6} poison damage."
						],
						"Critical Failure": [
							"The target becomes {@condition sickened||sickened 2} and takes {@damage 12d6} poison damage."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6} on a failure and {@dice 2d6} on a critical failure."
					]
				}
			}
		},
		{
			"name": "Needle Darts",
			"source": "RoE",
			"remaster": true,
			"page": 144,
			"level": 1,
			"traits": [
				"attack",
				"cantrip",
				"concentrate",
				"manipulate",
				"metal"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"targets": "1 creature",
			"entries": [
				"You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC.",
				"The needles deal {@damage 3d4} piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target takes double damage and 1 {@condition persistent damage||persistent bleed damage}."
						],
						"Success": [
							"The target takes full damage."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"You send one additional needle, increasing the regular damage by {@dice 1d4} and increasing the {@condition persistent damage||persistent bleed damage} on a critical hit by 1."
					]
				}
			}
		},
		{
			"name": "Noxious Metals",
			"source": "RoE",
			"remaster": true,
			"page": 145,
			"level": 3,
			"traits": [
				"concentrate",
				"manipulate",
				"metal",
				"poison"
			],
			"traditions": [
				"arcane"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"area": {
				"entry": "20-foot burst",
				"types": [
					"Burst"
				]
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"entries": [
				"This spell forces toxic metal to coalesce on the skin or surface of all living creatures in the area, dealing {@damage 4d6} poison damage with a basic Fortitude save. Any creature that has the {@trait plant} trait, has the {@trait wood} trait, or has an anathema toward metal, takes the following effects depending on the result of that Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature suffers no additional effects."
						],
						"Success": [
							"The creature takes 1 {@condition persistent damage||persistent poison damage} and is {@condition sickened||sickened 1} as long as it takes this {@condition persistent damage}."
						],
						"Failure": [
							"As success, except {@damage 1d4} {@condition persistent damage||persistent poison damage} and {@condition sickened||sickened 2}."
						],
						"Critical Failure": [
							"As success, except {@damage 1d8} {@condition persistent damage||persistent poison damage} and {@condition sickened||sickened 3}."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The initial poison damage increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Rust Cloud",
			"source": "RoE",
			"remaster": true,
			"page": 145,
			"level": 4,
			"traits": [
				"concentrate",
				"manipulate",
				"metal"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"area": {
				"entry": "20-foot burst",
				"types": [
					"Burst"
				]
			},
			"savingThrow": {
				"type": [
					"F"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Red-blown flecks of rust jitter in the air, forming a cloud of agitated particles. All creatures within the cloud become {@condition concealed}, and all creatures outside the cloud become {@condition concealed} to creatures within it. The cloud deals {@damage 5d10} slashing damage to any creature that starts its turn in the area, with a basic Fortitude save.",
				"Metal that rusts off of a creature adds to the cloud. When a metal creature takes damage from the cloud, the cloud's area increases by 5 feet (to a maximum of a 40-foot burst), and the creature starts to rust, taking {@damage 1d4} {@condition persistent damage||persistent slashing damage}. You can {@action Dismiss} the cloud."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The cloud's slashing damage increases by {@damage 1d10} and the {@condition persistent damage} increases by {@damage 1d4}."
					]
				}
			}
		},
		{
			"name": "Shielded Arm",
			"source": "RoE",
			"remaster": true,
			"page": 145,
			"level": 1,
			"traits": [
				"concentrate",
				"manipulate",
				"metal"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 1,
				"unit": "minute",
				"entry": "1 minute or until expended"
			},
			"entries": [
				"Reinforcing veins of ore run through the target's arm, letting it ward off blows with its bare skin. It can use the {@action Raise a Shield} action to instead raise its arm, gaining a +2 circumstance bonus to AC. It can Shield Block with its Raised arm as well; when it does, the target reduces the damage as if it had a shield with Hardness 4 and 15 Hit Points. This shield doesn't have a {@condition Broken} Threshold, and the spell ends if the shield's Hit Points are expended.",
				"This spell doesn't modify the target's unarmed attacks and can't be used to make a shield bash {@action Strike}. Casting or coming under the effects of this spell also counts as using a metallic item with regards to anathema."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The Hardness increases by4, and the Hit Points increase by 15."
					]
				}
			}
		},
		{
			"name": "Wall of Metal",
			"source": "RoE",
			"remaster": true,
			"page": 145,
			"level": 6,
			"traits": [
				"concentrate",
				"manipulate",
				"metal"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You call forth a sheet of metal, forming a wall of iron, low‑grade cold iron, or standard-grade silver up to 60 feet long, 30 feet high, and 1/4 inch thick. The wall doesn't need to stand vertically but must form a straight line in an unbroken open space so it doesn't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10- foot section of the wall has AC 10 and is immune to critical hits and precision damage. The wall's Hardness, HP, and BT use the statistics of a structure of the material you chose (see GM Core for material statistics). Creatures can move through a section of the wall that's {@condition broken}."
			],
			"heightened": {
				"X": {
					"7": [
						"The wall is high-grade silver or standard-grade dawnsilver."
					],
					"8": [
						"The wall is standard-grade cold iron."
					],
					"9": [
						"The wall is high-grade dawnsilver."
					],
					"10": [
						"The wall is high-grade cold iron or standard-grade adamantine."
					]
				}
			}
		},
		{
			"name": "Serrate",
			"source": "RoE",
			"remaster": true,
			"page": 145,
			"level": 1,
			"traits": [
				"uncommon",
				"focus",
				"manipulate",
				"metal"
			],
			"domains": [
				"Metal"
			],
			"range": {
				"unit": "touch"
			},
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"targets": "1 metal weapon",
			"entries": [
				"With a pinch, the metal of a weapon twists, adding numerous jagged blades along its surface. Strikes with the target weapon deal an additional {@damage 1d4} slashing damage until the start of your next turn."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The extra damage increases by {@damage 1d4}."
					]
				}
			},
			"focus": true
		},
		{
			"name": "Repel Metal",
			"source": "RoE",
			"remaster": true,
			"page": 145,
			"level": 4,
			"traits": [
				"uncommon",
				"focus",
				"manipulate",
				"metal"
			],
			"domains": [
				"Metal"
			],
			"trigger": [
				"a {@action Strike} with a metallic weapon or projectile would hit you or an ally within range."
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"targets": "the creature targeted by the triggering {@action Strike}",
			"entries": [
				"You call forth a repelling field. The target gains a +2 circumstance bonus to AC against the triggering attack. If the attack then misses, you direct the {@action Strike} back at the attacker, who compares the attack roll to their own AC. The target then becomes immune to this spell for 10 minutes."
			],
			"focus": true
		},
		{
			"name": "Brine Dragon Bile",
			"source": "RoE",
			"remaster": true,
			"page": 172,
			"level": 2,
			"traits": [
				"acid",
				"concentrate",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"trigger": [
				"A creature within range takes damage from a slashing or piercing attack, or one that inflicts {@condition persistent damage||persistent bleed damage}."
			],
			"targets": [
				"the creature that took damage"
			],
			"entries": [
				"You spit a glob of caustic saltwater that stings the wounds of the creature. Make a ranged spell attack against the triggering creature's AC. On a hit, salt scours its open wound, dealing {@damage 2d6} {@condition persistent damage||persistent acid damage}."
			],
			"heightened": {
				"plusX": {
					"2": [
						"The {@condition persistent damage} increases by {@damage 2d6}."
					]
				}
			}
		},
		{
			"name": "Buoyant Bubbles",
			"source": "RoE",
			"remaster": true,
			"page": 172,
			"level": 1,
			"traits": [
				"concentrate",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"targets": "1 creature",
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You create a thin layer of foamy bubbles that adhere to the target, causing it to float in water and similar liquids. The target doesn't sink, even if it hasn't succeeded at a {@action Swim} check this round; an already-sinking target resurfaces with the bubbles' help over the course of 1 round. If on a plane where the water or liquid has a surface, the bubbles also prevent the target from diving beneath that surface unless it succeeds at a Fortitude save against your spell DC."
			],
			"heightened": {
				"X": {
					"4": [
						"You can target up to 5 creatures."
					]
				}
			}
		},
		{
			"name": "Coral Scourge",
			"source": "RoE",
			"remaster": true,
			"page": 172,
			"level": 3,
			"traits": [
				"concentrate",
				"incapacitation",
				"manipulate",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Barnacles, coral, and other rough aquatic creatures grow on the target's body, getting in between their joints and stiffening their movement. This impedes the target's movement depending on the result of its saving throw.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target is unaffected."
						],
						"Success": [
							"The target is {@condition clumsy||clumsy 1}. The target can {@action Interact} to scrape the coral growths from its body, decreasing the {@condition clumsy} condition to 0 and ending the spell."
						],
						"Failure": [
							"The target is {@condition clumsy||clumsy 2}. Each round at the beginning of its turn, the target becomes {@condition clumsy||clumsy 1} or increases its {@condition clumsy} condition by 1, to a maximum of 4. The target can {@action Interact} to scrape the coral growths from its body, decreasing the {@condition clumsy} condition to 0 and ending the spell. If the target's {@condition clumsy} condition caused by coral scourge reaches 4, the growths spread to cover the target's entire body, and the target becomes {@condition paralyzed}."
						],
						"Critical Failure": [
							"As failure, but when the target {@action Interact||Interacts} to scrape the coral growths from its body, it reduces its {@condition clumsy} condition by 1, instead of decreasing it to 0, and decreasing the {@condition clumsy} condition to 0 doesn't end the spell."
						]
					}
				}
			]
		},
		{
			"name": "Dancing Fountain",
			"source": "RoE",
			"remaster": true,
			"page": 172,
			"level": 7,
			"traits": [
				"concentrate",
				"manipulate",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "30-foot burst centered on you",
				"types": [
					"Burst"
				]
			},
			"duration": {
				"sustained": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Tapping the ground, you create a shallow pool of water that spreads over the affected area, and majestic sprays, jets, and mists of water erupt forth in a dazzling water show. When you Cast the Spell, and the first time each round you {@action Sustain a spell||Sustain the spell}, you can command the fountain to use one of the following displays, which is accompanied by a loud burst of music. The dancing fountain is somewhat fickle in its desire for novelty, meaning it can't be commanded to use the same display on two consecutive turns.",
				{
					"type": "list",
					"items": [
						"Chasing Jets A series of vertical jets shoot up in a chase sequence, forcing one creature within the fountain to move 15 feet in a direction of your choice unless it succeeds at a Reflex save against your spell DC. The fountain can't make a creature move outside its area.",
						"Flashing Spray Diffuse fog fills the area of the emanation. All creatures within the fountain become {@condition concealed}, and all creatures outside the fountain become {@condition concealed} to creatures within it. The spray persists until the beginning of your next turn.",
						"Power Rings The fountain blasts a series of rings of water into the air that land with a crash in a 10-foot burst centered on a location of your choice within the fountain. The falling torrent deals {@damage 10d6} bludgeoning damage to all creatures within the burst (basic Reflex)."
					]
				}
			]
		},
		{
			"name": "Dive and Breach",
			"source": "RoE",
			"remaster": true,
			"page": 172,
			"level": 3,
			"traits": [
				"concentrate",
				"manipulate",
				"teleportation",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"You make the briefest of dives through the Plane of Water. You {@action Leap} 10 feet, and where you would land on the ground, you instead disappear in a splash of water, your body entering the surface like a diver entering a pool. You then exit from an unoccupied surface within 40 feet, appearing in another splash of water as you {@action Leap} out, landing 10 feet away from where you exited. Each splash deals {@damage 3d10} bludgeoning damage to all creatures in a 5-foot emanation; creatures in multiple splash zones take damage only once."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage dealt by each splash increases by {@dice 1d10}."
					]
				}
			}
		},
		{
			"name": "Draw Moisture",
			"source": "RoE",
			"remaster": true,
			"page": 173,
			"level": 1,
			"traits": [
				"cantrip",
				"concentrate",
				"manipulate",
				"water"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 10
			},
			"targets": "1 object",
			"entries": [
				"You draw water out of an object, possibly to clean up spills or quickly dry a soaked book or shirt. You draw up to a pint of water from the object; this dries objects of less than 1 Bulk. The water collects in a globule floating in your hand, which you can direct into a nearby container as part of Casting the Spell; otherwise, it splashes to the ground. Repeated applications of draw moisture can be used to dry larger objects, although doing so might take significant time. You can use this spell in especially humid environments to condense drinkable water from the air, though typically, you can't draw more than a few cups before depleting the ambient moisture."
			]
		},
		{
			"name": "Freezing Rain",
			"source": "RoE",
			"remaster": true,
			"page": 173,
			"level": 5,
			"traits": [
				"cold",
				"concentrate",
				"manipulate",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"area": {
				"entry": "20-foot burst",
				"types": [
					"Burst"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"duration": {
				"number": 10,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Intense cold rain comes from nowhere, a microcosm of a sudden downpour, and a magical tweak can turn the rain to freezing sleet. The driving rain and pooling water make the area difficult terrain and extinguish non-magical fires.",
				"On subsequent rounds, the first time you {@action Sustain a spell||Sustain} the spell each round, you can move the area up to 20 feet and can also freeze the rain. If you freeze the rain, each creature in the area takes {@damage 4d6} cold damage and might be {@condition slowed}, depending on result of its Reflex save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature takes half damage.",
						"Failure": "The creature takes full damage and is {@condition slowed||slowed 1} for 1 round.",
						"Critical Failure": "The creature takes double damage and is {@condition slowed||slowed 2} for 1 round."
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d6}."
					]
				}
			}
		},
		{
			"name": "Frost Pillar",
			"source": "RoE",
			"remaster": true,
			"page": 173,
			"level": 6,
			"traits": [
				"cold",
				"concentrate",
				"manipulate",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"Ice crystallizes around a creature, imprisoning it within an icy pillar. On a successful saving throw, the creature is pushed to an adjacent space of its choice; otherwise, it's frozen inside the pillar and becomes {@condition restrained} as its body can barely move within the ice. The ice has AC 10, Hardness 10, and 60 Hit Point; it's immune to critical hits, cold damage, and precision damage, and it has weakness 15 to fire. If the ice is destroyed, the creature within is freed and the spell immediately ends."
			]
		},
		{
			"name": "Grasp of the Deep",
			"source": "RoE",
			"remaster": true,
			"page": 173,
			"level": 4,
			"traits": [
				"concentrate",
				"manipulate",
				"mental",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"targets": "1 creature",
			"savingThrow": {
				"type": [
					"W"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You grip one target with the phantasmal pressure of the deep sea, disorienting and crushing its lungs and joints. The target takes {@damage 6d6} bludgeoning damage and other effects, depending on its Will saving throw.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The target takes half damage."
						],
						"Failure": [
							"The target takes full damage, and feels as though it's being crushed. The target also becomes {@condition grabbed}, but it can attempt to {@action Escape} with an {@action Escape} DC equal to your spell DC."
						],
						"Critical Failure": [
							"As failure, but the target takes double damage."
						]
					}
				}
			],
			"heightened": {
				"X": {
					"6": [
						"You can target up to 5 creatures."
					]
				}
			}
		},
		{
			"name": "Hungry Depths",
			"source": "RoE",
			"remaster": true,
			"page": 173,
			"level": 7,
			"traits": [
				"concentrate",
				"manipulate",
				"void",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"area": {
				"entry": "5-foot burst (see text)",
				"types": [
					"Burst",
					"Cylinder"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"A spiral of dark, corrupted water appears in the ground, plunging open a door to the depths that seems to descend for miles. Disembodied glowing eyes and gnashing teeth spin within the vortex, consuming anything that crosses their path.",
				"All creatures in the area take {@damage 4d8} piercing damage plus {@damage 4d4} void damage (basic Reflex save). Each time you {@action Sustain a spell||Sustain the spell}, you can increase the vortex's radius by 5 feet, to a maximum of 15 feet, or you can move the vortex up to 10 feet in a straight line. Each creature the vortex moves through takes the damage with a basic Reflex save. A creature can take damage from hungry depths only once per round.",
				"If cast underwater, hungry depths instead fills a 40-foot‑tall cylinder with a 5-foot radius."
			],
			"heightened": {
				"X": {
					"9": [
						"The vortex deals {@damage 5d8} piercing damage and {@damage 5d4} void damage."
					]
				}
			}
		},
		{
			"name": "Misty Memory",
			"source": "RoE",
			"remaster": true,
			"page": 173,
			"level": 4,
			"traits": [
				"uncommon",
				"concentrate",
				"manipulate",
				"water"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"duration": {
				"sustained": true,
				"number": 10,
				"unit": "minute"
			},
			"targets": "1 body of water of at least 5 square feet",
			"entries": [
				"Some say water holds memories or impressions of the past, and you can raise those memories to the surface to glimpse recent events. When you Cast the Spell, you fix your mind on an amount of time in the past, up to 24 hours ago. A mist rises from the target body of water, filling a 30-foot burst and coalescing into a misty scene of the events that took place at that time within 60 feet of the water.",
				"Any creature who can see the area can observe the images produced, which are a translucent white color and detailed enough to show a silhouette, outline, or contour of creatures and objects that passed through the area and the motions hey took. Fine details, such as facial features or written letters, are too precise for the mist to form, and the scene is silent.",
				"You can {@action Sustain a spell||Sustain the spell} to cause the mist to play events backward or forward, with each minute spent {@action Sustain a spell||Sustaining} corresponding to a minute of playback.",
				"Strong winds from a magical source can disrupt this spell if the effect succeeds at a counteract check against your spell DC."
			]
		},
		{
			"name": "Personal Ocean",
			"source": "RoE",
			"remaster": true,
			"page": 174,
			"level": 6,
			"traits": [
				"concentrate",
				"manipulate",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You surround yourself in a bubble-like shroud of seawater that fills your space completely and moves with you. You can breathe, speak, and perceive normally while within your personal ocean, and you gain a swim Speed equal to your land Speed if you don't have one. The rules of aquatic combat apply to you, attacks targeting you, or attacks passing through your square. For instance, a bludgeoning or slashing melee attack targeting you would take a \u20132 circumstance penalty, and you can't cast fire spells or use actions with the {@trait fire} trait.",
				"Each time you move, you extinguish non-magical fires in spaces you pass through and can attempt to counteract magical fires you move through. If you successfully counteract a fire larger than the spaces you moved through, you merely push it out of the spaces along your path. If you fail to counteract a given fire, you can't counteract that fire for the duration of the spell.",
				"You can {@action Dismiss} the spell."
			]
		},
		{
			"name": "Pillar of Water",
			"source": "RoE",
			"remaster": true,
			"page": 174,
			"level": 3,
			"traits": [
				"concentrate",
				"manipulate",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You create a large, self-contained cylinder of still, clear fresh water. You choose the radius and height of the pillar, to a maximum radius of 15 feet and a maximum height of 60 feet. Creatures inside the pillar can {@action Swim} through the water as normal ({@skill Athletics} DC 10), or if the spell was cast on solid ground, walk along the bottom (which is difficult terrain). Any creature that exits the pillar falls or lands accordingly."
			]
		},
		{
			"name": "Rousing Splash",
			"source": "RoE",
			"remaster": true,
			"page": 174,
			"level": 1,
			"traits": [
				"cantrip",
				"manipulate",
				"water"
			],
			"traditions": [
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"targets": "1 creature",
			"entries": [
				"You cause a splash of cold water to descend on an ally's head, granting some temporary vigor. The target gains {@dice 1d4} temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The amount of temporary Hit Points granted increases by {@dice 1d4}."
					]
				}
			}
		},
		{
			"name": "Scrying Ripple",
			"source": "RoE",
			"remaster": true,
			"page": 175,
			"level": 3,
			"traits": [
				"concentrate",
				"manipulate",
				"scrying",
				"water"
			],
			"traditions": [
				"arcane",
				"divine",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"range": {
				"unit": "touch"
			},
			"targets": "1 gallon of water or more",
			"duration": {
				"number": 10,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"You touch the water's surface, and as the ripples spread out, so do your senses. When you Cast this Spell, you automatically know the location of any unoccupied, flowing water with a surface area of at least 1 square within 500 feet. You can pick any one of these streams to see and hear out of for the duration of the spell, though your field of vision is perpendicular to the flowing surface. For example, you could look normally out of a waterfall but would look straight up from out of a river. Each time you {@action Sustain a spell||Sustain the spell}, you can change to a different water source or move elsewhere along the same one.",
				"If the water you're scrying through ceases flowing, such as by a faucet turning off, a river damming, or a waterfall freezing over, this spell ends. Additionally, your face appears as a faint reflection in the water's surface as you peek through. A creature that Seeks and succeeds at their {@skill Perception} check against your spell DC detects your presence in the water."
			],
			"heightened": {
				"X": {
					"5": [
						"You know the location of and can scry through flowing water within 1 mile."
					]
				}
			}
		},
		{
			"name": "Waterproof",
			"source": "RoE",
			"remaster": true,
			"page": 175,
			"level": 2,
			"traits": [
				"concentrate",
				"manipulate",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"targets": "1 objectup to 10 Bulk",
			"duration": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"You prevent the target item from taking on water or becoming wet for the duration of the spell. The hydrophobic properties of the spell also grant resistance 10 to acid and a +2 bonus to saves and DCs against damaging effects with the {@trait water} or {@trait acid} traits."
			],
			"heightened": {
				"X": {
					"4": [
						"The duration is 1 day."
					],
					"8": [
						"The duration is unlimited."
					]
				}
			}
		},
		{
			"name": "Whirlpool",
			"source": "RoE",
			"remaster": true,
			"page": 175,
			"level": 8,
			"traits": [
				"concentrate",
				"manipulate",
				"water"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 500
			},
			"area": {
				"entry": "25-foot radius, 20-foot tall cylinder",
				"types": [
					"Cylinder"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				]
			},
			"duration": {
				"number": 1,
				"unit": "minute",
				"sustained": true
			},
			"entries": [
				"With a spin of your hand, you create a large swirling vortex of storming waves. All squares in the whirlpool are difficult terrain. The constant churning of the fierce waves means that creatures are constantly tossed between areas of air and water, allowing both air- and water-breathing creatures to breathe within the vortex. Any creature with a swim Speed can {@action Swim} instead of {@action Stride} to move within the whirlpool; the DC to {@action Swim} within it is equal to your spell DC.",
				"All creatures in the area take {@damage 6d10} bludgeoning damage as the waves crash into them. On subsequent rounds, the first time you {@action Sustain a Spell||Sustain the spell} each round, the waves crash again with the same effect.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The creature takes half damage."
						],
						"Failure": [
							"The creature takes full damage and is drawn 10 feet toward the center of the whirlpool."
						],
						"Critical Failure": [
							"The creature takes double damage and is drawn to the center of the whirlpool."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The bludgeoning damage increases by {@damage 1d10}."
					]
				}
			}
		},
		{
			"name": "Arrow Salvo",
			"source": "RoE",
			"remaster": true,
			"page": 196,
			"level": 6,
			"traits": [
				"concentrate",
				"manipulate",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 100
			},
			"area": {
				"entry": "30-foot burst",
				"types": [
					"Burst"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"You conjure an immense wooden bow that launches a salvo of massive arrows at all nearby enemies. All creatures in the affected area take {@damage 8d10} piercing damage, with a basic Reflex save. On a critical failure, the target is knocked {@condition prone} from the force of the impact."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the damage by {@dice 1d10}."
					]
				}
			}
		},
		{
			"name": "Entwined Roots",
			"source": "RoE",
			"remaster": true,
			"page": 196,
			"level": 5,
			"traits": [
				"concentrate",
				"manipulate",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"area": {
				"entry": "20-foot burst",
				"types": [
					"Burst"
				]
			},
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"targets": "Up to 5 willing living creatures",
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"Slithering roots gird you and your allies in layers of flexible wooden protection. Each affected creature gains resistance 5 to bludgeoning and piercing damage. Whenever a creature protected by these roots is targeted by a ranged weapon attack but takes no damage (such as if the attack missed or the damage was reduced to 0 by resistance), the roots snatch up the ammunition or thrown weapon and hold it. The protected creature can retrieve the thrown weapon or ammunition as an {@action Interact} action."
			],
			"heightened": {
				"X": {
					"7": [
						"The resistances increase to 10."
					],
					"9": [
						"The resistances increase to 15."
					]
				}
			}
		},
		{
			"name": "Flourishing Flora",
			"source": "RoE",
			"remaster": true,
			"page": 196,
			"level": 1,
			"traits": [
				"concentrate",
				"manipulate",
				"plant",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"targets": "5-foot burst",
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"Plants rapidly grow up from the ground. All creatures in the target area take {@dice 2d4} damage. The type of damage depends on the type of plant you choose to grow. On a critical failure, targets experience additional effects, also depending on what you choose to grow. The type of plant and its effects are chosen when you Cast the Spell.",
				{
					"type": "list",
					"items": [
						"{@b Cacti} Piercing damage, and 1 {@condition persistent damage||persistent bleed damage} on a critical failure.",
						"{@b Flowers} Poison damage, and {@condition dazzled} for 2 rounds on a critical failure.",
						"{@b Fruits} Bludgeoning damage, and {@condition clumsy||clumsy 1} for 2 rounds on a critical failure.",
						"{@b Roots} Bludgeoning damage, and the affected creatures fall {@condition prone} on a critical failure."
					]
				}
			]
		},
		{
			"name": "Helpful Wood Spirits",
			"source": "RoE",
			"remaster": true,
			"page": 196,
			"level": 2,
			"traits": [
				"concentrate",
				"manipulate",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"area": {
				"entry": "5-foot burst",
				"types": [
					"Burst"
				]
			},
			"duration": {
				"sustained": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Upon casting this spell, a cluster of little wood spirits tumbles into the area. They perform a simple task each round. These spirits are a magical echo of the true spirits that live on the {@plane Plane of Wood|RoE} and can't be attacked, damaged, or otherwise interfered with. These spirits often look like kodama but can appear in any of the countless varieties of wood spirits that inhabit the Plane of Wood.",
				"Choose the kind of aid your wood spirits supply from the list below when you {@action Cast a spell||Cast the Spell}. The first time each round you {@action Sustain a spell||Sustain the spell}, you can move the area occupied by the apparitions up to 10 feet and you can choose the kind of aid they provide this round.",
				{
					"type": "list",
					"items": [
						"{@b Chores} The wood spirits perform a minor manual task of your choice, such as cleaning, opening a door, picking up an unattended object, or carrying an object from one location to another. The spirits can't pick up or carry an object of greater than 2 Bulk.",
						"{@b Distract} The wood spirits distract your foes, clambering all over their feet and bodies and being a nuisance. Creatures in the area are off-guard unless they succeed at a Reflex save.",
						"{@b Obstacle} The wood spirits fill the area as a chaotic, bouncing mass. The area they occupy is difficult terrain.",
						"{@b Search} The wood spirits {@action Seek} in the area they occupy, using your {@skill Perception} check as their own. You learn anything they do from Seeking in this way."
					]
				}
			]
		},
		{
			"name": "Life-Draining Roots",
			"source": "RoE",
			"remaster": true,
			"page": 196,
			"level": 4,
			"traits": [
				"concentrate",
				"manipulate",
				"plant",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "30-foot line",
				"types": [
					"Misc."
				]
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"Thorny roots erupt from your hands in a tangled cascade, puncturing creatures in the way of their growth and revitalizing you. You deal {@damage 8d6} piercing damage to creatures in the line (basic Reflex save). You gain {@dice 1d4} temporary Hit Points for every living creature in the line, as the roots transfer nutrients from those damaged into you. The temporary Hit Points last for 1 minute."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d6}"
					]
				}
			}
		},
		{
			"name": "Lignify",
			"source": "RoE",
			"remaster": true,
			"page": 197,
			"level": 6,
			"traits": [
				"concentrate",
				"manipulate",
				"plant",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"targets": "1 creature mode of flesh",
			"savingThrow": {
				"type": [
					"F"
				]
			},
			"duration": {
				"unit": "unknown",
				"entry": "varies"
			},
			"entries": [
				"You turn the target's flesh slowly into wood. The target must attempt a Fortitude save. Creatures with the {@trait plant} trait have a +2 circumstance bonus to saves against this spell.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The target is unaffected."
						],
						"Success": [
							"The target is {@condition slowed||slowed 1} for 1 round."
						],
						"Failure": [
							"The target is {@condition slowed||slowed 1} 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 (or 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 lignify, the creature is permanently non-magically {@condition petrified}, though it's turned to wood instead of stone. The spell ends if the creature is magically {@condition petrified} or the {@condition slowed} condition is removed."
						],
						"Critical Failure": [
							"As failure, but the target is initially {@condition slowed||slowed 2}."
						]
					}
				}
			]
		},
		{
			"name": "Lotus Walk",
			"source": "RoE",
			"remaster": true,
			"page": 197,
			"level": 3,
			"traits": [
				"concentrate",
				"manipulate",
				"plant",
				"wood"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Lotuses, water lilies, and other watery plants bloom at your feet, allowing you to walk on the surface of water and other liquids. You can go underwater if you wish, but in that case, you must {@action Swim} normally. As you {@action Stride} or {@action Step} on water, you leave a trail of oversized lily pads, lotus leaves, or spatterdock that fill the squares' surfaces in your wake. Each square of this trail can withstand the weight of 1 Medium creature and lasts until the end of your next turn. You can {@action Dismiss} this spell early."
			],
			"heightened": {
				"X": {
					"4": [
						"The duration of this spell increases to 10 minutes. The trail lasts until the spell ends or you {@action Dismiss} the spell on you, whichever comes first."
					],
					"6": [
						"The duration increases to 1 hour. Your trail is permanent even if you {@action Dismiss} the spell on you, although if the water can't support such plants, they'll die in a week. The trail can be removed by dispel magic or a similar spell."
					]
				}
			}
		},
		{
			"name": "Mantle of the Unwavering Heart",
			"source": "RoE",
			"remaster": true,
			"page": 197,
			"level": 5,
			"traits": [
				"concentrate",
				"manipulate",
				"morph",
				"plant",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Vines and branches envelop you in an instant, growing a wild bloom of colors that open to reveal your new form. Upon Casting this Spell, pick two of the options below. As a single action, which has the {@trait concentrate} trait, you can change one of your chosen abilities to a different option from the list.",
				{
					"type": "list",
					"items": [
						"{@b Evergreen Vitality} You gain fast healing 3 and a +2 bonus to saves against poison and disease. This effect has the {@trait healing} and {@trait vitality} traits.",
						"{@b Overwhelming Perfume} (aura, olfactory) A cloud of potent floral scent surrounds you in a 15-foot emanation. Creatures in the aura can't benefit from the scent ability and are {@condition sickened||sickened 1} as long as they remain in the aura. The sickness is a {@trait disease} effect.",
						"{@b Towering Trunk} You grow to a considerable height. Increase your size to Large. You're {@condition clumsy||clumsy 1}. Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a grasping branch unarmed attack; this attack is in the brawling weapon group and deals {@damage 2d8} bludgeoning damage plus Grab.",
						"{@b Unyielding Will} Your mind becomes incredibly resilient to change. You're immune to being {@condition fascinated}, and you get a +1 bonus to saves and DCs against {@trait mental} effects."
					]
				}
			]
		},
		{
			"name": "Pollen Pods",
			"source": "RoE",
			"remaster": true,
			"page": 197,
			"level": 7,
			"traits": [
				"concentrate",
				"manipulate",
				"plant",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 100
			},
			"area": {
				"entry": "four unoccupied 5-foot squares, each of which is at least 20 feet apart",
				"types": [
					"Misc."
				]
			},
			"duration": {
				"number": 12,
				"unit": "hour"
			},
			"entries": [
				"You cultivate four wooden bulbs, each filled with toxic pollen and sensitive to motion. When a creature enters a space adjacent to a bulb, or when a bulb is touched or damaged (each bulb has AC 5), the bulb blossoms and releases pollen in a 15-foot emanation. Creatures in the area take {@damage 8d8} poison damage and must attempt a Fortitude save with the following results.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": [
							"The creature is unaffected."
						],
						"Success": [
							"The creature takes half damage and becomes {@condition dazzled} for 1 round."
						],
						"Failure": [
							"The creature takes full damage, becomes {@condition dazzled} for 1 round, and becomes {@condition stupefied||stupefied 1} for 1 minute."
						],
						"Critical Failure": [
							"The creature takes double damage, is {@condition dazzled} for 1 round, and becomes {@condition stupefied||stupefied 2} for 1 minute."
						]
					}
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 2d8}."
					]
				}
			}
		},
		{
			"name": "Rigid Form",
			"source": "RoE",
			"remaster": true,
			"page": 197,
			"level": 4,
			"traits": [
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You utilize wood's rigidity to prevent harmful shapechanging effects. For the duration of this spell, whenever you're targeted by a harmful {@trait polymorph} effect, you can use your reaction to attempt to counteract the effect."
			],
			"heightened": {
				"X": {
					"6": [
						"The duration increases to 10 minutes."
					]
				}
			}
		},
		{
			"name": "Root Reading",
			"source": "RoE",
			"remaster": true,
			"page": 197,
			"level": 1,
			"traits": [
				"cantrip",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "30-foot emanation",
				"types": [
					"Emanation"
				]
			},
			"entries": [
				"You gain general insights into the immediate vicinity by sending your sense through the root systems of trees and bushes. If there are any {@condition unnoticed} Medium or larger creatures in the area, you learn of their presence and they're {@condition undetected} to you. You can immediately attempt to {@action Seek} an {@condition undetected} creature, and you gain a +1 status bonus to this attempt and any of your other attempts to {@action Seek} {@condition hidden} or {@condition undetected} creatures until the end of your next turn. You also learn if any such creatures passed through this area in the last hour, although you get only the vaguest sense of direction from the spell. If you begin to {@action Track} a creature detected in this way, you gain a +1 status bonus to the initial check."
			]
		},
		{
			"name": "Splinter Volley",
			"source": "RoE",
			"remaster": true,
			"page": 198,
			"level": 2,
			"traits": [
				"concentrate",
				"manipulate",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 60
			},
			"targets": "1 or 2 creatures",
			"entries": [
				"You launch a volley of splinters at your foes. Make a spell attack roll against a single creature. On a hit, the splinters deal {@damage 4d6} piercing damage. The splinters deal double damage on a critical hit and 1 {@condition persistent damage||persistent bleed damage}. You can spend a third action while casting this spell to fire splinters at two different targets instead of one. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make both spell attack rolls for splinter volley."
			],
			"heightened": {
				"plusX": {
					"2": [
						"Increase the damage dealt to each target by {@dice 4d6} and the {@condition persistent damage||persistent bleed damage} by 1."
					]
				}
			}
		},
		{
			"name": "Take Root",
			"source": "RoE",
			"remaster": true,
			"page": 198,
			"level": 1,
			"traits": [
				"cantrip",
				"manipulate",
				"plant",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"targets": "1 willing creature",
			"duration": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"Roots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creature gains a +1 circumstance bonus to their Fortitude DC against attempts to {@action Shove} them and a +1 circumstance bonus to their Reflex DC against attempts to {@action Disarm} or {@action Trip} them. This bonus also applies to saving throws against spells or effects that would attempt to remove a held item from their grasp."
			]
		},
		{
			"name": "Timber",
			"source": "RoE",
			"remaster": true,
			"page": 196,
			"level": 1,
			"traits": [
				"cantrip",
				"concentrate",
				"manipulate",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"area": {
				"entry": "15-foot line",
				"types": [
					"Line"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes {@damage 2d4} bludgeoning damage, with a basic Reflex saving throw. A creature that critically fails its save is knocked for a loop, making it {@condition dazzled} until the end of its next turn."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The initial damage increases by {@damage 1d4}."
					]
				}
			}
		},
		{
			"name": "Verdant Sprout",
			"source": "RoE",
			"remaster": true,
			"page": 199,
			"level": 1,
			"traits": [
				"concentrate",
				"manipulate",
				"plant",
				"wood"
			],
			"traditions": [
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 30
			},
			"entries": [
				"You create a single plant seed imbued with primal energy and throw it onto a surface, where it gradually sprouts into a Medium plant. After 10 minutes, the plant is sturdy enough to provide standard cover, and its space is difficult terrain. The plant is laden with nutritious nuts or fruit sufficient to feed one Medium creature for a day. The plant has AC 10, Hardness 5, and 20 Hit Points."
			],
			"heightened": {
				"plusX": {
					"1": [
						"You create and throw an additional seed, which grows into an additional plant within range."
					]
				}
			}
		},
		{
			"name": "Wall of Shrubs",
			"source": "RoE",
			"remaster": true,
			"page": 199,
			"level": 1,
			"traits": [
				"concentrate",
				"manipulate",
				"plant",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 120
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"You call forth a line of bushes native to the region to spring from the ground. The wall of shrubs stands in a line 60 feet long, is less than 5 feet tall, and is a foot thick, providing lesser cover."
			],
			"heightened": {
				"X": {
					"3": [
						"The shrubs are 10 feet tall and 5 feet thick, provide standard cover, are difficult terrain, and have a Climb DC of 15. The duration increases to 10 minutes."
					],
					"5": [
						"As 3rd rank, but the shrubs provide greater cover and the duration is 1 hour. You can choose to form a ring of shrubs with a diameter of up to 30 feet instead of a line."
					]
				}
			}
		},
		{
			"name": "Weave Wood",
			"source": "RoE",
			"remaster": true,
			"page": 199,
			"level": 1,
			"traits": [
				"concentrate",
				"manipulate",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "minute"
			},
			"range": {
				"unit": "touch"
			},
			"targets": "1 piece of unprocessed wood, reeds, or plant fiber of 1 Bulk or less",
			"entries": [
				"With a touch, you cause the target to break into fibrous strands that then weave themselves into a woven mundane object of the same Bulk or less, such as a basket, hat, shield, or mat. You can create up to 4 objects with one casting of this spell, providing their total Bulk doesn't exceed the Bulk of your target. The objects have Hardness 2 and 8 Hit Points."
			],
			"heightened": {
				"plusX": {
					"1": [
						"Increase the maximum Bulk that you can target by 1 and the maximum number of objects you can create by 2."
					]
				}
			}
		},
		{
			"name": "Wooden Double",
			"source": "RoE",
			"remaster": true,
			"page": 199,
			"level": 3,
			"traits": [
				"manipulate",
				"wood"
			],
			"traditions": [
				"arcane",
				"occult",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"trigger": "You're critically hit by a damage-dealing effect or a {@action Strike}.",
			"entries": [
				"A wooden double appears out of nowhere and takes the blow in your place. Take a {@action Step} action. A wooden block of your size and roughly shaped like you appears in the space you left and absorbs the hit. This block has Hardness 5 and 20 Hit Points. If the wooden block is destroyed, you take any excess damage that the block didn't absorb. After taking the blow, the wooden block collapses into a pile of splinters and dust."
			],
			"heightened": {
				"plusX": {
					"1": [
						"The block's Hit Points increase by 10."
					]
				}
			}
		},
		{
			"name": "Wooden Fists",
			"source": "RoE",
			"remaster": true,
			"page": 199,
			"level": 1,
			"traits": [
				"concentrate",
				"manipulate",
				"morph",
				"wood"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Your arms and hands swell with new growth, transforming into tree trunks twice as big as their current size. Your fists deal {@damage 1d6} bludgeoning damage, lose the {@trait nonlethal} trait, and have reach."
			],
			"heightened": {
				"X": {
					"3": [
						"Your fists gain the {@trait magical} trait and become a striking weapon, increasing the damage your fists deal to {@damage 2d6} bludgeoning."
					],
					"7": [
						"Your fists gain the {@trait magical} trait and become a greater striking weapon, increasing the damage your fists deal to {@damage 3d6} bludgeoning. The duration is 10 minutes."
					],
					"9": [
						"Your fists gain the {@trait magical} trait and become a major striking weapon, increasing the damage your fists deal to {@damage 4d6} bludgeoning. The duration is 1 hour."
					]
				}
			}
		},
		{
			"name": "Arms of Nature",
			"source": "RoE",
			"remaster": true,
			"page": 199,
			"level": 1,
			"traits": [
				"uncommon",
				"concentrate",
				"focus",
				"manipulate",
				"wood"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "touch"
			},
			"duration": {
				"number": 1,
				"unit": "minute"
			},
			"targets": "1 wooden object or plant of at least 4 Bulk",
			"entries": [
				"All wood, dead or alive, is your armory. When you cast this spell, you draw forth a +1 weapon of your choice from the target. The weapon must be 2 Bulk or less. This weapon is of the same material as the target."
			],
			"heightened": {
				"X": {
					"3": [
						"The weapon is a +1 striking weapon."
					],
					"5": [
						"The weapon is a +2 striking weapon."
					],
					"7": [
						"The weapon is a +3 greater striking weapon."
					]
				}
			},
			"focus": true
		},
		{
			"name": "Wood Walk",
			"source": "RoE",
			"remaster": true,
			"page": 199,
			"level": 4,
			"traits": [
				"uncommon",
				"focus",
				"concentrate",
				"manipulate",
				"wood"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"sustained": true,
				"number": 1,
				"unit": "minute"
			},
			"entries": [
				"Wood shapes itself according to your will readily, making staircases appear as you climb up the side of a tree, automatically weaving vines into ladders, or lowering branches to lift you up to the top. Move up to your Speed in any direction or along any surface, so long as there are living plants or trees of size Large or larger within 15 feet of you. The wood allows you to move but doesn't protect you from hazardous terrain or other dangers.",
				"Each time you Sustain this spell, you can move again in the same way."
			],
			"heightened": {
				"X": {
					"8": [
						"The duration of this spell becomes 10 minutes. You no longer need to {@action Sustain a spell||Sustain the spell} to extend its duration, but you can {@action Sustain a spell||Sustain} it to move as described."
					]
				}
			},
			"focus": true
		},
		{
			"name": "Elemental Breath",
			"source": "RoE",
			"remaster": true,
			"page": 222,
			"level": 5,
			"traits": [
				"concentrate",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action",
				"entry": "{@as 2} to {@as 3}"
			},
			"area": {
				"entry": "60-foot cone",
				"types": [
					"Cone"
				]
			},
			"savingThrow": {
				"type": [
					"R"
				],
				"basic": true
			},
			"entries": [
				"You open a miniature portal to an elemental plane within your mouth, then exhale a powerful explosion of the plane's element. Roll {@dice 1d6} to determine the element. If you used 3 actions to {@action Cast a spell||Cast this Spell}, you can choose the element instead. This spell gains the trait matching the element. Each creature in the cone must attempt a basic Reflex save.",
				{
					"type": "list",
					"style": "list-decimal",
					"items": [
						"{@b Air} Strong winds and lightning strikes buffet creatures in the cone, dealing {@damage 6d10} electricity damage. A creature that fails its save is also pushed 10 feet.",
						"{@b Earth} A cone of mud deals {@damage 5d10} bludgeoning damage to creatures in the area. A creature on the ground that fails its save slips and falls {@condition prone}.",
						"{@b Fire} A surging cone of fire deals {@damage 7d10} fire damage.",
						"{@b Metal} A cone of rust slices flesh and damages metal. Each creature in the area takes {@damage 5d10} slashing damage. A creature made of metal gets a result one degree of success worse than it rolled, and an unattended metal object gets a critical failure.",
						"{@b Water} A torrent of chilled water deals {@damage 3d10} cold damage and {@damage 3d10} bludgeoning damage.",
						"{@b Wood} Branches rip through creatures, dealing {@damage 3d10} piercing damage and {@damage 3d10} slashing damage. Ground in the area becomes difficult terrain for 1 minute."
					]
				}
			],
			"heightened": {
				"plusX": {
					"1": [
						"The damage increases by {@damage 1d10}. For water and wood, you can choose which damage type increases for each rank the spell is heightened."
					]
				}
			}
		},
		{
			"name": "Elemental Counter",
			"source": "RoE",
			"remaster": true,
			"page": 222,
			"level": 1,
			"traits": [
				"uncommon",
				"cantrip",
				"concentrate"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 1,
				"unit": "reaction"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"trigger": "You or a creature within 60 feet rolls a saving throw against a spell with the {@trait earth}, {@trait fire}, {@trait metal}, {@trait plant}, {@trait water}, or {@trait wood} trait, or are targeted by a spell attack with such a trait.",
			"requirements": "You have a spell slot from which you could {@action Cast a Spell} of the triggering spell's countering element; see text.",
			"entries": [
				"Each element in the elemental cycle counters another (as described on pages 8\u20139), and you can use your elemental spells to protect against elements they counter. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell, using the rank of the spell you lost for the counteract rank. You can lose a plant or wood spell to counter earth, an earth spell to counter water, a water spell to counter fire, a fire spell to counter metal, or a metal spell to counter plant or wood."
			]
		},
		{
			"name": "Elemental Sense",
			"source": "RoE",
			"remaster": true,
			"page": 222,
			"level": 4,
			"traits": [
				"concentrate",
				"manipulate",
				"revelation"
			],
			"traditions": [
				"arcane",
				"primal"
			],
			"cast": {
				"number": 2,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"duration": {
				"number": 10,
				"unit": "minute"
			},
			"entries": [
				"The elements grant you sensory enhancements. Choose one of the options below. The spell gains the listed trait or traits.",
				{
					"type": "list",
					"items": [
						"{@b Aquatic} Echolocation ({@trait water}) You use your hearing as a precise sense when underwater.",
						"{@b Heatsense} ({@trait fire}) You can sense creatures with a temperature of 90º Fahrenheit or higher within 30 feet as an imprecise sense.",
						"{@b Magnetoreception} ({@trait metal|RoE}) You can sense creatures carrying metal items with a total of 1 Bulk or greater; this is an imprecise sense with a range of 30 feet. If a creature is made of metal or has the {@trait metal} trait, you can detect it as though magnetoreception were a precise sense. In addition, you continuously know which direction is north.",
						"{@b Mechanoreception} (air) You can see {@condition invisible} creatures and objects. They appear to you as translucent shapes, and they are {@condition concealed} to you.",
						"{@b Tremorsense} ({@trait earth}) You gain {@ability tremorsense} (imprecise) with a range of 30 feet.",
						"{@b Woodsense} ({@trait plant}, {@trait wood|RoE}) You can sense creatures carrying wood items with a total of 1 Bulk or greater; this is an imprecise sense with a range of 30 feet. If a creature is made of wood or has the {@trait plant} or {@trait wood} trait, you can detect it as though woodsense were a precise sense."
					]
				}
			],
			"heightened": {
				"X": {
					"6": [
						"The duration increases to 8 hours, and you can take 1 minute to recalibrate the sense, switching from your current elemental sense to a different one."
					]
				}
			}
		},
		{
			"name": "Summon Elemental Herald",
			"source": "RoE",
			"remaster": true,
			"page": 222,
			"level": 8,
			"traits": [
				"concentrate",
				"incarnate",
				"manipulate"
			],
			"traditions": [
				"arcane",
				"divine",
				"primal"
			],
			"cast": {
				"number": 3,
				"unit": "action"
			},
			"components": [
				[
					"S",
					"V"
				]
			],
			"range": {
				"unit": "feet",
				"number": 100
			},
			"duration": {
				"unit": "turn",
				"entry": "until the end of your next turn"
			},
			"entries": [
				"Your meditation into the different elemental planes connects you to them deeply, and this connection allows you to summon a herald of an elemental lord. The herald arrives in the form of a natural disaster centralized on your enemies. The herald occupies the space of a Huge creature. When you {@action Cast a Spell||Cast this Spell}, choose one of the elemental heralds below to summon; if you're a divine spellcaster who worships an elemental lord, you must choose the option matching your deity's element. This spell gains the trait ({@trait air}, {@trait earth}, {@trait fire}, {@trait metal|RoE}, {@trait water}, or {@trait wood|RoE}) matching your choice.",
				{
					"type": "list",
					"items": [
						"{@b Air} Speed fly 60 feet; {@b Arrive} ({@trait air}) {@i Supercell Front} The herald of air arrives in the form of a twisting tornado, with high-speed winds slamming into your enemies. Each enemy in a 100-foot emanation takes {@damage 10d8} bludgeoning damage with a basic Fortitude save; {@b Depart} ({@trait air}) {@i Twister Downdraft} Each enemy in a 60-foot line must attempt a Fortitude save. A creature that fails is knocked {@condition prone} if it's on the ground or descends 40 feet if it's in the air. A creature that descends takes falling damage if this forced movement brings it to the ground.",
						"{@b Earth} Speed 50 feet, burrow 30 feet; {@b Arrive} ({@trait earth}) {@i Tectonic Rise} The herald of earth erupts from the ground, splitting it open in a 50-foot emanation. Each enemy in the emanation takes {@damage 10d6} slashing damage from the flying debris with a basic Reflex save. Enemies who critically fail fall 30 feet into the crevasse, taking falling damage (the sides of the fissure require successful DC 15 {@skill Athletics} checks to {@action Climb}); {@b Depart} ({@trait sonic}) {@i Plate Crash} The herald of earth sinks back into the ground, and the sides of the crevasse slam together with a deafening blow, dealing {@damage 5d10} sonic damage with a basic Fortitude save to all enemies in a 30-foot emanation. An enemy that critically fails is {@condition deafened} for 10 minutes.",
						"{@b Fire} Speed 60 feet, fly 40 feet; {@b Arrive} (fire) {@i Magma Flow} The herald of fire flows into the area as living magma, dealing {@damage 10d6} fire damage and {@damage 3d6} {@condition persistent damage||persistent fire damage} to all enemies in a 60-foot emanation with a basic Reflex save; {@b Depart} (fire) {@i Flame Vortex} Each enemy in a 60‑foot line takes {@damage 6d6} fire damage and {@damage 3d6} {@condition persistent damage||persistent fire damage} with a basic Reflex save as the fire herald whips into a fire pillar before vanishing.",
						"{@b Metal} Speed 50 feet, fly 50 feet; {@b Arrive} ({@trait metal|RoE}) {@i Shard Cloud} The herald of metal arrives as a cloud of metal shards and static electricity, dealing {@damage 4d8} slashing damage and {@damage 4d12} electricity damage to all enemies in a 50-foot emanation with a basic Reflex save; {@b Depart} ({@trait metal|RoE}) {@i Rust Mist} The shards in the cloud rapidly rust and cling to enemies in the 50-foot emanation, dealing {@dice 10d6} damage to metal creatures and objects in the area with a basic Reflex save, ignoring Hardness. Unattended objects automatically critically fail this save.",
						"{@b Water} Speed 40 feet, swim 60 feet; {@b Arrive} ({@trait cold}, {@trait water}) Hurricane Formation The herald of water forms as a miniature hurricane. Each enemy in a 60-foot emanation takes {@damage 4d10} bludgeoning damage from the slamming rains and {@damage 4d10} cold damage from the falling hail with a basic Fortitude save; {@b Depart} ({@trait cold}, {@trait water}) {@i Cataclysmic Deluge} The hurricane collapses into a rushing flood, dealing {@damage 6d8} bludgeoning damage to all enemies in a 120-foot cone with a basic Fortitude save. A creature that fails its save is pushed 20 feet away from the herald (or 40 feet on a critical failure).",
						"{@b Wood} Speed 50 feet, burrow 30 feet; {@b Arrive} ({@trait plant}, {@trait wood|RoE}) {@i Advantageous Roots} The herald of wood bursts forth from the ground as a complex root system. Each enemy in a 50-foot emanation takes {@damage 6d10} piercing damage with a basic Reflex save as the roots skewer its limbs and body. Each enemy that fails its save takes a \u201310-foot status penalty to its Speeds until the herald departs; {@b Depart} ({@trait plant}, {@trait wood|RoE}) {@i Retreat to Soil} The roots retreat into the ground, dealing {@damage 6d10} piercing damage to each enemy in a 50-foot emanation with a basic Reflex save. Any creature with a penalty to Speeds from its initial save automatically takes {@damage 2d6} {@condition persistent damage||persistent bleed damage}. The ground in the emanation is difficult terrain after the roots retreat."
					]
				}
			]
		}
	]
}
