[ { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You splash a glob of acid. Make a ranged touch attack. If you hit, you deal 1d4 acid damage plus 1 splash damage. On a critical success, the target also takes 1 persistent acid damage. The damage increases depending on your level.

Heightened (3rd) Damage increases to 1d4 + your spellcasting ability modifier, persistent damage increases to 2.

Heightened (5th) Damage increases to 2d4 + your spellcasting ability modifier, persistent damage increases to 3.

Heightened (7th) Damage increases to 3d4 + your spellcasting ability modifier, persistent damage increases to 4.

Heightened (9th) Damage increases to 4d4 + your spellcasting ability modifier, persistent damage increases to 5.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Acid Splash", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Splash", "targets": "one creature or object", "traits": "evocation, acid, cantrip" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Concentrate on the Spell, you can move each light up to 60 feet. Each light must remain within range and within 10 feet of all others, or it winks out.

", "duration": "concentration", "level": 0, "material_costs": "", "name": "Dancing Lights", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Dancing Lights", "targets": "", "traits": "evocation, light, cantrip" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You send out a magical pulse that registers the presence of magic. You receive no information beyond presence or absence of magic. You can choose to ignore magic you're fully aware of, such as you and your allies' magic items and ongoing spells.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically get detected normally.

Heightened (3rd) You learn the school of magic for the highest-level magical effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.

Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. You don't learn the exact location but can narrow down the source to within a 5-foot cube. If the source is larger than that, you identify only the cube nearest to you.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Detect Magic", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Detect Magic", "targets": "", "traits": "cantrip, divination, detection" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You infuse the target with energy. You deal 1d10 positive damage; the target must attempt a Fortitude save. Heightening increases damage.

Success The target takes half damage.

Critical Success The target takes no damage.

Failure The target takes full damage.

Critical Failure Double damage and enfeebled 1 for 1 round.

Heightened (3rd) 1d10 + your spellcasting ability modifier.

Heightened (5th) 2d10 + your spellcasting ability modifier.

Heightened (7th) 3d10 + your spellcasting ability modifier.

Heightened (9th) 4d10 + your spellcasting ability modifier.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Disrupt Undead", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Disrupt Undead", "targets": "one undead creature", "traits": "positive, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 1d6 electricity damage; each target must attempt a Reflex save. Heightening increases damage.

Success The target takes half damage.

Critical Success The target takes no damage.

Failure The target takes full damage.

Critical Failure The target takes double damage.

Heightened (3rd) Damage of 1d6 + your spellcasting ability modifier.

Heightened (5th) Damage of 2d6 + your spellcasting ability modifier.

Heightened (7th) Damage of 3d6 + your spellcasting ability modifier.

Heightened (9th) Damage of 4d6 + your spellcasting ability modifier.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Electric Arc", "pfclass": "primal", "range": "30 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Electric Arc", "targets": "one or two creatures", "traits": "attack, electricity, evocation, cantrip" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You ask for divine guidance, granting the target a +1 conditional bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, it's bolstered.

", "duration": "until the start of your next turn or until dismissed", "level": 0, "material_costs": "", "name": "Guidance", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Guidance", "targets": "one creature", "traits": "cantrip, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

In your mind's eye, you see a path northward. You immediately know which direction is north (if there is such a thing as north at your current location).

Heightened (7th) You can choose to instead know the direction to a specific location with which you are very familiar, such as a previous home, a favorite tavern, or the temple where you trained.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Know Direction", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Know Direction", "targets": "", "traits": "detection, divination, cantrip" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The object begins to glow with pure light, casting bright light in a 20-foot radius like a torch. If you cast this spell again on another object, the light on the last object you cast it on is dismissed.

Heightened (4th) The object instead sheds bright light in a 60- foot radius.

", "duration": "1 day", "level": 0, "material_costs": "", "name": "Light", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Light", "targets": "one unattended, nonmagical object of 1 Bulk or less", "traits": "cantrip, evocation, light" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can perform simple magical effects for as long as you Concentrate on the Spell. The effects are minor and have severe limitations. Each time you Concentrate on the Spell, you can choose one of four options, based on your type of magic.

Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond just moving, cleaning, coloring, or soiling it) persists only as long as you Concentrate on the Spell.

", "duration": "concentration", "level": 0, "material_costs": "", "name": "Prestidigitation", "pfclass": "primal", "range": "10 feet", "saving_throw": "", "school": "evocation", "short_description": "Prestidigitation", "targets": "one object (cook, lift, or tidy only)", "traits": "cantrip, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A flame appears in your palm. Make a melee or ranged touch attack. On a success, you deal 1d4 fire damage. On a critical success, the target takes 1d4 persistent fire damage in addition to the cantrip dealing double damage. Heightening this spell increases its damage.

Heightened (3rd) 1d6 + your spellcasting ability modifier.

Heightened (5th) 2d6 + your spellcasting ability modifier, and double damage + 2d4 persistent fire damage on a critical hit.

Heightened (7th) 3d6 + your spellcasting ability modifier and double damage + 3d4 persistent fire damage on a critical hit.

Heightened (9th) 4d6 + your spellcasting ability modifier and double damage + 4d4 persistent fire damage on a critical hit.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Produce Flame", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Produce Flame", "targets": "one creature", "traits": "cantrip, fire, attack, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Make a ranged touch attack against the target. If you hit, you deal 1d8 cold damage. Double the damage on a critical hit. Heightening this spell increases its damage.

Heightened (3rd) The cold damage increases to 1d8 + your spellcasting ability modifier.

Heightened (5th) The cold damage increases to 2d8 + your spellcasting ability modifier.

Heightened (7th) The cold damage increases to 3d8 + your spellcasting ability modifier.

Heightened (9th) The cold damage increases to 4d8 + your spellcasting ability modifier.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Ray of Frost", "pfclass": "primal", "range": "60 feet", "saving_throw": "", "school": "evocation", "short_description": "Ray of Frost", "targets": "one creature", "traits": "cantrip, attack, cold, evocation" }, { "area": "", "casting_time": "1 minute", "components": "V, S", "description_formated": "

You focus on the target object. When the casting is complete, you know whether or not that item is magical and, if it is, you learn the school of magic (see page 194). If the object is illusory, you detect this only if the effect has a lower level than the level of your read aura spell.

Heightened (3rd) You can target up to 10 objects.

Heightened (6th) You can target any number of objects.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Read Aura", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Read Aura", "targets": "one object", "traits": "detection, cantrip, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the touched creature or object. The mark can be visible or invisible, and you can change it from one state to another by spending a Somatic Casting action during which you touch the target.

The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your level.

Heightened (3rd) 1 month.

Heightened (5th) 1 year.

Heightened (7th) The sigil never fades.

", "duration": "unlimited (see below)", "level": 0, "material_costs": "", "name": "Sigil", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Sigil", "targets": "one creature or object", "traits": "cantrip, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The soft glow of positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Stabilize", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "necromancy", "short_description": "Stabilize", "targets": "one dying creature", "traits": "healing, necromancy, cantrip, positive" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a ranged touch attack against the target.

Success The target is entangled. It can attempt an Acrobatics or Athletics check against your spell DC to remove the entangled condition (and immobile condition, if necessary).

Critical Success Per success, and the target immobile as long as it's entangled.

Failure No effect.

Heightened (2nd) The entangled condition lasts for 2 rounds.

Heightened (4th) The entangled condition lasts for 1 minute.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Tanglefoot", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Tanglefoot", "targets": "one creature", "traits": "plant, cantrip, conjuration" }, { "area": "", "casting_time": "1 reaction", "components": "Vr", "description_formated": "

A bubble of pure air appears around the target's head, allowing it to breathe normally. The spell is dismissed as soon as the target returns to an environment where it can breathe normally.

", "duration": "1 minute or until dismissed", "level": 1, "material_costs": "", "name": "Air Bubble", "pfclass": "primal", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Air Bubble", "targets": "the triggering creature", "traits": "conjuration" }, { "area": "20-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

The focus is whisked away until the magic is broken or the spell expires. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert that awakens you (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to awake if it succeeds at a DC 15 Perception check. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the alarm when moving into the area.

Heightened (3rd) You can specify criteria for creatures that sound the alarm. For instance, orcs or people with red hair.

", "duration": "8 hours", "level": 1, "material_costs": "", "name": "Alarm", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Alarm", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.

", "duration": "8 hours", "level": 1, "material_costs": "", "name": "Ant Haul", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Ant Haul", "targets": "one creature", "traits": "transmutation" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Burning Hands", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

To the target, your words are honey and your visage bathed in dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or acted hostile.

You can dismiss charm with a Verbal Casting action. If you act hostile to the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means.

Success The target is unaffected, but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).

Critical Success The target is unaffected and aware you tried to charm it.

Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't act hostile toward you.

Critical Failure Target is helpful and can't act hostile toward you.

Heightened (4th) You can target any creature, not just humanoids.

Heightened (8th) You can target up to 10 creatures of any kind.

", "duration": "1 hour or until dismissed", "level": 1, "material_costs": "", "name": "Charm", "pfclass": "primal", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Charm", "targets": "one humanoid creature", "traits": "mental, emotion, enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Cupping your hands, water begins to flow. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Create Water", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Create Water", "targets": "", "traits": "conjuration, water" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You detect whether a creature is venomous or poisonous, or an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances like lead and alcohol are poisons and thus can mask other poisons.

Heightened (2nd) You determine the number and types of poison.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Detect Poison", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Detect Poison", "targets": "one object or creature", "traits": "divination, detection" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You plant fear in the target, with effects based on its Will save.

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target is frightened 2.

Critical Failure The target is frightened 3 and fleeing for 1 round.

Heightened (3rd) You can target up to five creatures.

", "duration": "varies", "level": 1, "material_costs": "", "name": "Fear", "pfclass": "primal", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Fear", "targets": "one creature", "traits": "mental, emotion, enchantment, fear" }, { "area": "", "casting_time": "1 reaction", "components": "Vr", "description_formated": "

The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell is dismissed as soon as the target lands.

", "duration": "1 minute or until discharged", "level": 1, "material_costs": "", "name": "Feather Fall", "pfclass": "primal", "range": "60 feet", "saving_throw": "", "school": "abjuration", "short_description": "Feather Fall", "targets": "one falling creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You are accelerated 30, but this applies only to your Speed.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Fleet Step", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Fleet Step", "targets": "", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your touch afflicts the target with goblin pox. The effect is based on the result of the target's Fortitude save.

Success The target is sick 1.

Critical Success The target is unaffected.

Failure The target is afflicted with goblin pox at stage 1.

Critical Failure The target is afflicted with goblin pox at stage 2.

Goblin Pox (disease) Level 1. Goblins and goblin dogs are immune. Stage 1 sick 1 (1 round); Stage 2 sick 1 and slowed 1 (1 round); Stage 3 sick 1 and can't reduce its sick value below 1 (1 day)

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Goblin Pox", "pfclass": "primal", "range": "touch", "saving_throw": "Fort", "school": "necromancy", "short_description": "Goblin Pox", "targets": "one creature", "traits": "necromancy, attack, disease" }, { "area": "four contiguous 5-foot squares", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You conjure greasy goo, with effects based on your target.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Grease", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Grease", "targets": "one object of 1 Bulk or less", "traits": "conjuration" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A violent wind issues forth from your outstretched palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small nonmagical fires, disperses fog and mist, blows around objects of light Bulk or less, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that move into the gust later must attempt the save on entering.

Success The creature can't move against the wind.

Critical Success Unaffected.

Failure Knocked prone. If it was flying, it suffers the effects of critical failure instead.

Critical Failure Pushed 30 feet in the wind direction, knocked prone, and takes 2d6 bludgeoning damage.

", "duration": "until the start of your next turn", "level": 1, "material_costs": "", "name": "Gust of Wind", "pfclass": "primal", "range": "personal", "saving_throw": "Fort", "school": "evocation", "short_description": "Gust of Wind", "targets": "", "traits": "air, evocation" }, { "area": "30-foot aura (see text)", "casting_time": "1 action", "components": "Sa", "description_formated": "

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you're using the 1- or 2-action version to heal the living.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Heal", "pfclass": "primal", "range": "touch or 30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Heal", "targets": "one willing living creature or one undead creature", "traits": "positive, necromancy, healing" }, { "area": "", "casting_time": "1 action", "components": "Sa", "description_formated": "

Your legs surge with strength, giving you the ability to leap high and far. You jump, either vertically or horizontally (or a mixture of the two) 30 feet without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after taking your next action.

Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute. For the duration of the spell, the target can spend a move action to jump as described in the 1st-level version any number of times.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Jump", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Jump", "targets": "", "traits": "move, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Speed is accelerated 10 feet.

Heightened (2nd) The duration increases to 8 hours.

", "duration": "1 hour", "level": 1, "material_costs": "", "name": "Longstrider", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Longstrider", "targets": "", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Choose one of the target's unarmed attacks that deals 1 die of damage. You cause that unarmed attack to shine with primal energy. The unarmed attack counts a +1 magic weapon, gaining a +1 item bonus to attack rolls and dealing another die of damage on a hit.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Magic Fang", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Magic Fang", "targets": "one willing ally", "traits": "transmutation" }, { "area": "", "casting_time": "1 hour", "components": "V, S", "description_formated": "

You remove the broken condition from the target if it is broken, or repair 1 Dent it has taken if it is dented.

Heightened (2nd) You can target a nonmagical object of 1 Bulk or less.

Heightened (3rd) You can target a nonmagical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Mending", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Mending", "targets": "nonmagical object of light Bulk or less", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target loses its scent, preventing creatures from noticing it using scent alone. A creature attempting a Perception check with scent and other senses might be able to notice the lack of natural scent. If the target has a stench attack, that ability is also negated.

Heightened (5th) The range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "1 hour", "level": 1, "material_costs": "", "name": "Negate Aroma", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Negate Aroma", "targets": "one willing or unconscious creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You reduce the tracks you leave behind, adding a +4 conditional bonus to the DC needed to track you, or setting the DC of tracking you equal to the spell's DC, whichever is higher. You can gain only one of these two benefits; casting pass without trace multiple times doesn't improve the DC further.

Heightened (2nd) The duration increases to 8 hours.

Heightened (4th) The duration increases to 8 hours. The spell has a 20-foot range and a 20-foot aura area, affecting up to 10 creatures of your choice within that area.

", "duration": "1 hour", "level": 1, "material_costs": "", "name": "Pass Without Trace", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Pass Without Trace", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Tiny nonthreatening animal, such as a cat, rat, insect, or lizard. You count as an animal in addition to your normal traits while in this form. You can choose the specific type of animal you turn into (such as a rat or praying mantis). This has no effect on your battle form's size or statistics. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following abilities:

The special statistics of your pest form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your pest form prevents you from casting spells, speaking, or spending most actions with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell by using an action (this action has the concentrate trait).

Heightened (2nd) The duration increases to 1 hour.

Heightened (4th) You can turn into a flying creature, such as a bird. You also gain a fly Speed of 20 feet.

", "duration": "10 minutes or until dismissed", "level": 1, "material_costs": "", "name": "Pest Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Pest Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You remove toxins and contaminations from food and drink, making them safe to consume. This doesn't prevent natural decay or spoilage. One cubic foot of liquid is roughly 8 gallons.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Purify Food and Drink", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Purify Food and Drink", "targets": "1 cubic foot of contaminated food or water", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target grows vines and leaves, brimming with primal energy. The target gains the effects of a +1 weapon potency rune in your hands, gaining a +1 item bonus to attack rolls and dealing another die of damage on a hit. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead deal a third die of damage on a hit.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Shillelagh", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Shillelagh", "targets": "one nonmagical club or staff you are holding", "traits": "plant, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Shocking Grasp", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "electricity, attack, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 2d4 piercing damage to the touched creature and afflict it with spider venom, depending on its Fortitude save.

Success The target takes 1d4 poison damage.

Critical Success The target is unaffected.

Failure The target is afflicted with spider venom at stage 1.

Critical Failure The target is afflicted with spider venom at stage 2.

Spider Venom (Poison) Level 1; Maximum Duration 4 rounds. Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 2 (1 round).

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Spider Sting", "pfclass": "primal", "range": "touch", "saving_throw": "Fort", "school": "necromancy", "short_description": "Spider Sting", "targets": "one creature", "traits": "necromancy, poison, attack" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon nature's ally list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 1, "material_costs": "", "name": "Summon Nature's Ally", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Nature's Ally", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Whenever you speak, you can make your voice seem to come from somewhere else within 30 feet. Any creature that hears the sound can attempt to disbelieve your illusion.

Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. A creature must succeed at a Perception check against you before it can attempt to disbelieve your illusion.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Ventriloquism", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Ventriloquism", "targets": "", "traits": "illusion, auditory" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, you deal acid damage equal to 2d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage. On a critical hit, double the damage, but not the persistent damage.

Heightened (+2) 1d8 extra damage and 1d6 extra persistent damage.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Acid Arrow", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Arrow", "targets": "one creature or object", "traits": "evocation, acid, attack" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You offer a gift of food, and an ordinary Tiny wild animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. Optionally, you can attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it does, it waits nearby until the duration expires, allowing other nonhostile creatures to approach it and remove the attached object.

If there are no Tiny wild animals in range, the spell is lost.

", "duration": "1 week", "level": 2, "material_costs": "", "name": "Animal Messenger", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "enchantment", "short_description": "Animal Messenger", "targets": "", "traits": "mental, enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's skin is covered in bark. The target gains resistance 1 to bludgeoning and piercing damage and weakness 2 to fire.

Heightened (+2) The resistances increase by 2 and weakness by 3.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Barkskin", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Barkskin", "targets": "one creature", "traits": "abjuration, plant" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Burning Hands", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 2, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You create enough food to feed six Medium creatures for a day; it's bland and unappealing and leaves the eater unsatisfied. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-fourth as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

Heightened (4th) You can feed 12 Medium creatures.

Heightened (6th) You can feed 50 Medium creatures.

Heightened (8th) You can feed 200 Medium creatures.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Create Food", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Create Food", "targets": "", "traits": "conjuration" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A shroud of darkness prevents light from penetrating or emanating within the area. This suppresses magical light of the spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.

Heightened (4th) Even creatures with darkvision (but not greater darkvision) treat targets seen through the darkness as concealed.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Darkness", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Darkness", "targets": "", "traits": "evocation, darkness" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain darkvision.

Heightened (3rd) The spell's range is touch and it targets 1 creature.

", "duration": "1 hour", "level": 2, "material_costs": "", "name": "Darkvision", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Darkvision", "targets": "", "traits": "divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target loses hearing, depending on its Fortitude save, and is bolstered against all castings of deafness.

Success The target is deafened for 1 round.

Critical Success The target is unaffected.

Failure The target is deafened for 10 minutes.

Critical Failure The target is deafened permanently.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Deafness", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Deafness", "targets": "one creature", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You detect whether a creature is venomous or poisonous, or an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances like lead and alcohol are poisons and thus can mask other poisons.

Heightened (2nd) You determine the number and types of poison.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Detect Poison", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Detect Poison", "targets": "one object or creature", "traits": "divination, detection" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).

Heightened (3rd) The target is protected from severe cold and heat.

Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.

", "duration": "1 day", "level": 2, "material_costs": "", "name": "Endure Elements", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Endure Elements", "targets": "one willing creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is sluggish 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny) and it gains a +2 conditional bonus to melee damage. This spell has no effect on a Large or larger creature.

Heightened (4th) The creature instead grows to size Huge. The conditional bonus to melee damage is +4 and reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.

Heightened (6th) As level 4, but you can target up to 10 creatures.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Enlarge", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Enlarge", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "squares in a 20-foot-radius burst that contain plants", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Plants in the area entangle creatures. Each round a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it is entangled until it leaves the area, and on a critical failure, it is also immobile for 1 round. Creatures can attempt Acrobatics or Athletics checks at entangle's DC to remove these effects.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Entangle", "pfclass": "primal", "range": "120 feet", "saving_throw": "Reflex", "school": "transmutation", "short_description": "Entangle", "targets": "", "traits": "transmutation, plant" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area are limned in colorful, heatless fire of a color of your choice. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being unseen.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Faerie Fire", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Faerie Fire", "targets": "", "traits": "light, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 2, "material_costs": "", "name": "Flaming Sphere", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The corpse doesn't decay, nor can it be transformed into an undead. Time spent under the effect of this spell doesn't count when determining the success of spells that require a fresh corpse.

Heightened (5th) The spell's duration is permanent, but you must add a Material Casting action during which you expend 6 gp worth of embalming fluid as a cost.

", "duration": "1 day", "level": 2, "material_costs": "", "name": "Gentle Repose", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Gentle Repose", "targets": "one corpse", "traits": "necromancy" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Creatures in the area are outlined by glittering dust, with an effect depending on their Reflex save results. If a creature has its invisibility negated by this spell, it is concealed instead of invisible. This applies both if the creature was already invisible and if it benefits from new invisibility effects before the invisibility negation effect runs out.

Success The target's invisibility is negated for 1 round.

Critical Success The target is unaffected.

Failure The target is dazzled for 1 minute and its invisibility is negated for 1 minute.

Critical Failure The target is blinded for 1 round and dazzled for 1 minute. Its invisibility is negated for 1 minute.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Glitterdust", "pfclass": "primal", "range": "120 feet", "saving_throw": "Will", "school": "evocation", "short_description": "Glitterdust", "targets": "", "traits": "evocation" }, { "area": "30-foot aura (see text)", "casting_time": "1 action", "components": "Sa", "description_formated": "

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you're using the 1- or 2-action version to heal the living.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Heal", "pfclass": "primal", "range": "touch or 30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Heal", "targets": "one willing living creature or one undead creature", "traits": "positive, necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform your appearance to look like a Small or Medium humanoid, such as a drow, dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You count as a humanoid in addition to your normal traits while in this form, as well as gaining any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (using the effects of the shrink spell). This transformation doesn't change your statistics in any way. You can still wear and use your gear, and it changes size to match your new form if necessary. The item's size change ends immediately if the item leaves your person. You don't gain the special abilities of the humanoid form you assume. This spell grants you a +4 conditional bonus to Deception checks to pass as a generic member of the chosen ancestry, but you can't make yourself to look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when choosing the DC of your Deception check.

Heightened (3rd) You gain darkvision or low-light vision if the form you assume has that ability.

Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell.

", "duration": "10 minutes or until dismissed", "level": 2, "material_costs": "", "name": "Humanoid Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Humanoid Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Speed is accelerated 10 feet.

Heightened (2nd) The duration increases to 8 hours.

", "duration": "1 hour", "level": 2, "material_costs": "", "name": "Longstrider", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Longstrider", "targets": "", "traits": "transmutation" }, { "area": "", "casting_time": "1 hour", "components": "V, S", "description_formated": "

You remove the broken condition from the target if it is broken, or repair 1 Dent it has taken if it is dented.

Heightened (2nd) You can target a nonmagical object of 1 Bulk or less.

Heightened (3rd) You can target a nonmagical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Mending", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Mending", "targets": "nonmagical object of light Bulk or less", "traits": "transmutation" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a cloud of mist in the area that makes all creatures within it concealed. You can dismiss the cloud with a Verbal casting action.

", "duration": "1 minute or until dismissed", "level": 2, "material_costs": "", "name": "Obscuring Mist", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Obscuring Mist", "targets": "", "traits": "conjuration, water" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You reduce the tracks you leave behind, adding a +4 conditional bonus to the DC needed to track you, or setting the DC of tracking you equal to the spell's DC, whichever is higher. You can gain only one of these two benefits; casting pass without trace multiple times doesn't improve the DC further.

Heightened (2nd) The duration increases to 8 hours.

Heightened (4th) The duration increases to 8 hours. The spell has a 20-foot range and a 20-foot aura area, affecting up to 10 creatures of your choice within that area.

", "duration": "1 hour", "level": 2, "material_costs": "", "name": "Pass Without Trace", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Pass Without Trace", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Tiny nonthreatening animal, such as a cat, rat, insect, or lizard. You count as an animal in addition to your normal traits while in this form. You can choose the specific type of animal you turn into (such as a rat or praying mantis). This has no effect on your battle form's size or statistics. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following abilities:

The special statistics of your pest form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your pest form prevents you from casting spells, speaking, or spending most actions with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell by using an action (this action has the concentrate trait).

Heightened (2nd) The duration increases to 1 hour.

Heightened (4th) You can turn into a flying creature, such as a bird. You also gain a fly Speed of 20 feet.

", "duration": "10 minutes or until dismissed", "level": 2, "material_costs": "", "name": "Pest Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Pest Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You conjure a Large, magical, horselike creature that only you (or another Medium or Small creature you choose when casting the spell) can ride. The horse is clearly phantasmal in nature, has 18 AC and 10 Hit Points, and automatically fails all saves. If reduced to 0 Hit Points, it disappears and the spell is dismissed. The steed has a Speed of 40 feet and can hold your body weight (or the body weight of the creature you chose) plus 20 Bulk.

Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.

Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also walk on air (per air walk) but must end its turn on solid ground or fall.

Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores areas of natural difficult terrain.

", "duration": "8 hours or until dismissed", "level": 2, "material_costs": "", "name": "Phantom Steed", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Phantom Steed", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can counteract a single fear effect that the target suffers from. This can also remove nonmagical fear effects if the source's level is equal to or lower than double remove fear's level. This frees only the target, not any other creatures under the fear effect.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Remove Fear", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "enchantment", "short_description": "Remove Fear", "targets": "one creature", "traits": "enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can counteract a single effect inflicting paralysis on the creature. This does not cure someone who suffers paralysis from some natural state or effect, such a being paralyzed from birth or paralysis caused by nonmagical wounds or toxins.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Remove Paralysis", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Remove Paralysis", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.

Heightened (4th) The resistance increases to 10, and you can target up to two creatures.

Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Resist Energy", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Resist Energy", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.

Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's enervated value by 1. You can't use this to reduce a permanent enervated condition.

Heightened (6th) Per the 4th-level restoration, but you can reduce a permanent enervated condition if you add a Material Casting action while casting the spell, during which you provide 100 gp worth of diamond dust as a cost.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Restoration", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Restoration", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can counteract a single effect making the target blinded or deafened. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who is missing the sense from some natural state or effect, such as from birth or from a nonmagical wound or toxin.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Restore Senses", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Restore Senses", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shape the wood into a rough shape of your choice; it can't include intricate parts, fine details, moving pieces, or the like.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Shape Wood", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Shape Wood", "targets": "unworked piece of wood up to 20 cubic feet in volume", "traits": "plant, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Shocking Grasp", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "electricity, attack, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target shrinks to size Tiny. Its equipment shrinks with it, but returns to natural size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature.

Heightened (6th) As 2nd level, but the spell can target up to 10 creatures instead of just one.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Shrink", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Shrink", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Wary and cunning animals are likely to be terse and evasive; less intelligent ones often make inane comments.

", "duration": "10 minutes", "level": 2, "material_costs": "", "name": "Speak with Animals", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Speak with Animals", "targets": "", "traits": "divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target gains a climb Speed of 25 feet.

", "duration": "10 minutes", "level": 2, "material_costs": "", "name": "Spider Climb", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Spider Climb", "targets": "one creature", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

As long as you and the target are on the same plane of existence and both alive, you know the target's direction from you, its distance from you, and any conditions affecting it.

Heightened (4th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "1 day", "level": 2, "material_costs": "", "name": "Status", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "divination", "short_description": "Status", "targets": "one willing living creature", "traits": "detection, divination" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon nature's ally list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 2, "material_costs": "", "name": "Summon Nature's Ally", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Nature's Ally", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Large tree. Perception checks don't reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that the tree is new to the area. While in tree form, you can observe everything around you, but you can't act other than by using an action (this action has the concentrate trait) to end the spell, which ends your turn. As a tree, your AC is 20; your TAC is 12; and only conditional bonuses, conditional penalties, circumstance bonuses, and circumstance penalties affect you. You treat successes and critical successes on Reflex saves as failures.

", "duration": "8 hours", "level": 2, "material_costs": "", "name": "Tree Shape", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Tree Shape", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Whenever you speak, you can make your voice seem to come from somewhere else within 30 feet. Any creature that hears the sound can attempt to disbelieve your illusion.

Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. A creature must succeed at a Perception check against you before it can attempt to disbelieve your illusion.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Ventriloquism", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Ventriloquism", "targets": "", "traits": "illusion, auditory" }, { "area": "", "casting_time": "1 minute", "components": "V, S", "description_formated": "

The targets can breathe underwater.

Heightened (3rd) The duration increases to 8 hours.

Heightened (4th) The duration increases to 24 hours.

", "duration": "1 hour", "level": 2, "material_costs": "", "name": "Water Breathing", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Water Breathing", "targets": "up to five creatures", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must swim normally and doesn't gain the ability to breathe underwater.

Heightened (4th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "10 minutes", "level": 2, "material_costs": "", "name": "Water Walk", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Water Walk", "targets": "one creature", "traits": "transmutation" }, { "area": "10-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5 and TAC 5, and it automatically fails its saving throws.

Each time a creature begins to use a move action while in the web, it must attempt an Athletics check or Reflex save against your spell DC to avoid being entangled or immobilized. A creature that gets out of the web ceases to be entangled by it.

Success The creature is unaffected. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.

Critical Success As success, and it doesn't need to attempt further saving throws against the web this turn. It clears the web from every square it leaves after leaving the square.

Failure The creature is entangled until the start of its next turn but doesn't need to attempt further Athletics checks or saving throws against the web during this action.

Critical Failure The creature is immobilized until the start of its next turn, after which it is entangled for 1 round.

Heightened (4th) The spell's area increases to a 20-foot burst, and its range increases to 60 feet.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Web", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Web", "targets": "", "traits": "conjuration" }, { "area": "20-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

The focus is whisked away until the magic is broken or the spell expires. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert that awakens you (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to awake if it succeeds at a DC 15 Perception check. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the alarm when moving into the area.

Heightened (3rd) You can specify criteria for creatures that sound the alarm. For instance, orcs or people with red hair.

", "duration": "8 hours", "level": 3, "material_costs": "", "name": "Alarm", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Alarm", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium animal battle form. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or using most actions with the manipulate trait that require hands. (The GM decides if there's doubt.) You can dismiss the spell with a concentrate action.

If you prepare this spell, choose from the options below. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as lion or snow leopard for cat). This has no effect on size or statistics.

Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand or the spell is lost. Your statistics are AC 25 (TAC 22); attack modifier +14; damage bonus +9; 15 temporary HP; Athletics +14.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand or the spell is lost. Your statistics are AC 27 (TAC 24); attack modifier of +16; damage bonus +7 and double the number of damage dice; 20 temporary HP; Athletics +18.

", "duration": "1 minute or until dismissed", "level": 3, "material_costs": "", "name": "Animal Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Animal Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You blind the target. The effect is determined by the target's Fortitude save. The target is bolstered against all castings of blindness.

Success The target is blinded until its next turn begins.

Critical Success The target is unaffected.

Failure The target is blinded for 1 minute.

Critical Failure The target is blinded permanently.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Blindness", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Blindness", "targets": "one creature", "traits": "necromancy" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Burning Hands", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 3, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain darkvision.

Heightened (3rd) The spell's range is touch and it targets 1 creature.

", "duration": "1 hour", "level": 3, "material_costs": "", "name": "Darkvision", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Darkvision", "targets": "", "traits": "divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Make a dispel attempt against the target (see page 197). If you succeed against a spell effect, you dispel it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's quality. If the target is an artifact or similar item, you automatically fail.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Dispel Magic", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "abjuration", "short_description": "Dispel Magic", "targets": "one spell effect or unattended magic item", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground, it doesn't take falling damage.

Success The target falls safely up to 120 feet.

Critical Success The target is unaffected.

Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round.

Critical Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute.

", "duration": "varies (see below)", "level": 3, "material_costs": "", "name": "Earthbind", "pfclass": "primal", "range": "120 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Earthbind", "targets": "one flying creature", "traits": "transmutation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).

Heightened (3rd) The target is protected from severe cold and heat.

Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.

", "duration": "1 day", "level": 3, "material_costs": "", "name": "Endure Elements", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Endure Elements", "targets": "one willing creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You plant fear in the target, with effects based on its Will save.

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target is frightened 2.

Critical Failure The target is frightened 3 and fleeing for 1 round.

Heightened (3rd) You can target up to five creatures.

", "duration": "varies", "level": 3, "material_costs": "", "name": "Fear", "pfclass": "primal", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Fear", "targets": "one creature", "traits": "mental, emotion, enchantment, fear" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its land Speed. Its land Speed then becomes 5 feet.

", "duration": "10 minutes", "level": 3, "material_costs": "", "name": "Feet to Fins", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Feet to Fins", "targets": "one willing creature", "traits": "morph, transmutation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Fireball", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 3, "material_costs": "", "name": "Flaming Sphere", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

While Casting this Spell, you also Cast a Spell of a lower spell level to stored in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set the glyph with a password, a trigger stimulus, or both. Any creature that opens the target container or enters the target area without speaking the password or matching the trigger stimulus activates the glyph, releasing the harmful spell within.

Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the spell targets one or more creatures, it targets the creature that set off the glyph. If the spell has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed.

You can dismiss glyph of warding with a Verbal Casting action. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier.

", "duration": "unlimited until dismissed", "level": 3, "material_costs": "", "name": "Glyph of Warding", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Glyph of Warding", "targets": "one container or 10-foot-by-10-foot area", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target acts faster. It gains the quick condition and can use the extra action each round only for Strike and Stride actions.

Heightened (7th) You can target up to 5 creatures.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Haste", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Haste", "targets": "one creature", "traits": "transmutation" }, { "area": "30-foot aura (see text)", "casting_time": "1 action", "components": "Sa", "description_formated": "

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you're using the 1- or 2-action version to heal the living.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Heal", "pfclass": "primal", "range": "touch or 30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Heal", "targets": "one willing living creature or one undead creature", "traits": "positive, necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform your appearance to look like a Small or Medium humanoid, such as a drow, dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You count as a humanoid in addition to your normal traits while in this form, as well as gaining any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (using the effects of the shrink spell). This transformation doesn't change your statistics in any way. You can still wear and use your gear, and it changes size to match your new form if necessary. The item's size change ends immediately if the item leaves your person. You don't gain the special abilities of the humanoid form you assume. This spell grants you a +4 conditional bonus to Deception checks to pass as a generic member of the chosen ancestry, but you can't make yourself to look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when choosing the DC of your Deception check.

Heightened (3rd) You gain darkvision or low-light vision if the form you assume has that ability.

Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell.

", "duration": "10 minutes or until dismissed", "level": 3, "material_costs": "", "name": "Humanoid Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Humanoid Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium animal battle form. You count as an animal in addition to your normal traits while in this form. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following:

The special statistics of your battle form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents you from casting spells, speaking, or using most actions with the manipulate trait that require hands (the GM determines which actions of this sort you can take if there's doubt).You can dismiss this spell with a Concentrate on the Spell action.

If you prepare this spell, choose from the following options. When in battle form, you gain the attacks, movement types, and special abilities listed. You can choose a more specific type of animal to turn into (such as a ladybug or scarab for beetle). This has no effect on your battle form's size or statistics.

Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell fails and is lost. Your transformed statistics are as follows: Athletics +14; AC 26 (TAC 22); 15 temporary HP; attack modifier +13; damage bonus +6.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell fails and is lost. Your transformed statistics are as follows: Athletics +18; AC 28 (TAC 24); 20 temporary HP; attack modifier +15; damage bonus +2 and double the number of weapon damage dice (including those of persistent damage).

", "duration": "1 minute or until dismissed", "level": 3, "material_costs": "", "name": "Insect Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Insect Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "1 action", "components": "Sa", "description_formated": "

Your legs surge with strength, giving you the ability to leap high and far. You jump, either vertically or horizontally (or a mixture of the two) 30 feet without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after taking your next action.

Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute. For the duration of the spell, the target can spend a move action to jump as described in the 1st-level version any number of times.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Jump", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Jump", "targets": "", "traits": "move, transmutation" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Lightning Bolt", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch this stone when you cast the spell. You can cast spells while in the stone as long as they don't require line of effect beyond the stone, and you can hear, but not see, what's going on outside the stone. Significant physical damage to the stone while you are inside expels you and deals 10d6 damage to you. Passwall expels you without dealing damage and dismisses meld into stone. You can dismiss this spell with a Verbal Casting action.

", "duration": "10 minutes or until dismissed", "level": 3, "material_costs": "", "name": "Meld into Stone", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Meld into Stone", "targets": "", "traits": "earth, transmutation" }, { "area": "", "casting_time": "1 hour", "components": "V, S", "description_formated": "

You remove the broken condition from the target if it is broken, or repair 1 Dent it has taken if it is dented.

Heightened (2nd) You can target a nonmagical object of 1 Bulk or less.

Heightened (3rd) You can target a nonmagical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Mending", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Mending", "targets": "nonmagical object of light Bulk or less", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You try to cure one poison afflicting the target. Treat this as counteracting the poison (see page 319).

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Neutralize Poison", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Neutralize Poison", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You make the target difficult to detect. Nondetection dispels or attempts to dispel all detection, revelation, and scrying divinations made against the target or the target's gear throughout the duration. Successfully dispelling a divination that targets an area or multiple targets negates the effects only for nondetection's target.

", "duration": "8 hours", "level": 3, "material_costs": "", "name": "Nondetection", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Nondetection", "targets": "one creature or object", "traits": "abjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You attempt to completely remove one disease afflicting the target. Treat this as counteracting the disease (see page 319).

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Remove Disease", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Remove Disease", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shoot a blazing-hot ray of light tinged with holy energy. Make a ranged touch attack against the target. If you hit, you deal 4d6 fire damage. If the target is a fiend or undead, you deal 5d6 additional good damage to it. On a critical hit, double all the damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to dispel the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between you and the spell's target.

Heightened (+2) The fire damage by 3d6 and the good damage against fiends and undead increases by 3d6.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Searing Light", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Searing Light", "targets": "one creature", "traits": "fire, good, attack, evocation, light" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Shocking Grasp", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "electricity, attack, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target becomes slower, depending on its Fortitude save.

Success Slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure Slowed 1 for 1 minute.

Critical Failure Slowed 2 for 1 minute.

Heightened (6th) You can target up to 10 creatures.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Slow", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Slow", "targets": "one creature", "traits": "transmutation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a cloud of mist in the area that makes creatures within concealed. (The concealment is not a poison effect.) A creature that ends its turn within the cloud must attempt a Fortitude save.

Success Sick 1.

Critical Success The target is unaffected.

Failure Sick 1, and slowed 1 until it leaves the cloud.

Critical Failure Sick 2, and slowed 1 until it leaves the cloud.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Stinking Cloud", "pfclass": "primal", "range": "120 feet", "saving_throw": "Fort", "school": "conjuration", "short_description": "Stinking Cloud", "targets": "", "traits": "poison, conjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon nature's ally list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 3, "material_costs": "", "name": "Summon Nature's Ally", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Nature's Ally", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 5-foot-thick, 60-foot-long, and 10-foot-high wall of brambles and thorns in a straight line. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's space counts as difficult terrain. For every move action a creature uses that enters at least one of the wall's spaces, that creature takes 4d4 piercing damage.

Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 9. A broken section can be moved through freely.

Heightened (+1) The Hardness of each section of the wall increases by 2 and the piercing damage increases by 1d4.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Wall of Thorns", "pfclass": "primal", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Thorns", "targets": "", "traits": "plant, conjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 5-foot-thick, 60-foot-long, and 30-foot-high wall of swirling winds within range. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, creatures can see clearly though it and it does not hamper sight. The wall has the following effects.

Physical ranged attacks, such as arrows, bolts, sling bullets, and other similarly sized ammunition, can't pass through the wall. Attacks from bigger ranged weapons, such as javelins, take a \u20132 circumstance penalty to their attack rolls if their path passes through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall without trouble.

Creatures attempting to move overland through the wall treat it as difficult terrain. Gases, including creatures in gaseous form, can't pass through the wall.

A creature that spends a move action to attempt to fly through the wall must attempt a Fortitude save.

Success The flying creature treats the wall as difficult terrain this turn.

Critical Success The creature can move through the wall without treating it as difficult terrain this turn.

Failure The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted.

Critical Failure Per failure, and the creature is pushed 10 feet away from the wall.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Wall of Wind", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Wind", "targets": "", "traits": "evocation, air" }, { "area": "", "casting_time": "1 minute", "components": "V, S", "description_formated": "

The targets can breathe underwater.

Heightened (3rd) The duration increases to 8 hours.

Heightened (4th) The duration increases to 24 hours.

", "duration": "1 hour", "level": 3, "material_costs": "", "name": "Water Breathing", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Water Breathing", "targets": "up to five creatures", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, you deal acid damage equal to 2d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage. On a critical hit, double the damage, but not the persistent damage.

Heightened (+2) 1d8 extra damage and 1d6 extra persistent damage.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Acid Arrow", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Arrow", "targets": "one creature or object", "traits": "evocation, acid, attack" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium flying animal battle form. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or taking most manipulate actions that require hands. (The GM decides if there's doubt.) You can dismiss the spell with a concentrate action. When you prepare this spell, choose from the options below. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as an owl or eagle for bird). This has no effect on the Size or statistics.

Heightened (5th) Your battle form is Large and your fly Speed is accelerated 10. You must have enough space to expand or the spell is lost. Your statistics are AC 28 (TAC 26); attack modifier of +15; damage bonus +8; 10 temporary HP; Acrobatics +18.

Heightened (6th) Your battle form is Huge, your attacks have 10-foot reach, and your fly Speed is accelerated 15 feet. You must have enough space or the spell is lost. Your statistics are AC 31 (TAC 28); attack modifier +19; damage bonus +4 and double damage dice (including persistent damage); 15 temporary HP; Acrobatics +20.

", "duration": "1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Aerial Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Aerial Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Air Walk", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Air Walk", "targets": "", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium animal battle form. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or using most actions with the manipulate trait that require hands. (The GM decides if there's doubt.) You can dismiss the spell with a concentrate action.

If you prepare this spell, choose from the options below. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as lion or snow leopard for cat). This has no effect on size or statistics.

Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand or the spell is lost. Your statistics are AC 25 (TAC 22); attack modifier +14; damage bonus +9; 15 temporary HP; Athletics +14.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand or the spell is lost. Your statistics are AC 27 (TAC 24); attack modifier of +16; damage bonus +7 and double the number of damage dice; 20 temporary HP; Athletics +18.

", "duration": "1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Animal Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Animal Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's skin is covered in bark. The target gains resistance 1 to bludgeoning and piercing damage and weakness 2 to fire.

Heightened (+2) The resistances increase by 2 and weakness by 3.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Barkskin", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Barkskin", "targets": "one creature", "traits": "abjuration, plant" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Burning Hands", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

To the target, your words are honey and your visage bathed in dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or acted hostile.

You can dismiss charm with a Verbal Casting action. If you act hostile to the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means.

Success The target is unaffected, but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).

Critical Success The target is unaffected and aware you tried to charm it.

Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't act hostile toward you.

Critical Failure Target is helpful and can't act hostile toward you.

Heightened (4th) You can target any creature, not just humanoids.

Heightened (8th) You can target up to 10 creatures of any kind.

", "duration": "1 hour or until dismissed", "level": 4, "material_costs": "", "name": "Charm", "pfclass": "primal", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Charm", "targets": "one humanoid creature", "traits": "mental, emotion, enchantment" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 4, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You create enough food to feed six Medium creatures for a day; it's bland and unappealing and leaves the eater unsatisfied. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-fourth as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

Heightened (4th) You can feed 12 Medium creatures.

Heightened (6th) You can feed 50 Medium creatures.

Heightened (8th) You can feed 200 Medium creatures.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Create Food", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Create Food", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You create a temporary standard-quality object. It must be of vegetable matter and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never functions as a cost or the like, and can't be made of special materials or materials with a rarity of uncommon or higher. It is obviously temporary conjured.

Heightened (5th) The item is expert quality and can use minerals.

", "duration": "1 hour", "level": 4, "material_costs": "", "name": "Creation", "pfclass": "primal", "range": "0 feet", "saving_throw": "", "school": "conjuration", "short_description": "Creation", "targets": "", "traits": "conjuration" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A shroud of darkness prevents light from penetrating or emanating within the area. This suppresses magical light of the spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.

Heightened (4th) Even creatures with darkvision (but not greater darkvision) treat targets seen through the darkness as concealed.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Darkness", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Darkness", "targets": "", "traits": "evocation, darkness" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Large animal battle form. You must have space to expand or the spell is lost. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or using most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with a concentrate action.

If you prepare this spell, choose from the following options. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as allosaurus instead of tyrannosaurus). This has no effect on size or statistics.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach, or 20 if they started with 15. Your statistics are AC 27 (TAC 24); attack modifier +16; damage bonus +6 and double damage dice; 20 temporary HP; Athletics +17.

Heightened (7th) Your battle form is Gargantuan and your attacks have 20-foot reach, or 25 if they started with 15. Your statistics are AC 33 (TAC 29); attack modifier +23; damage bonus +18 and double damage dice; 25 temporary HP; Athletics +24.

", "duration": "1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Dinosaur Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Dinosaur Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is sluggish 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny) and it gains a +2 conditional bonus to melee damage. This spell has no effect on a Large or larger creature.

Heightened (4th) The creature instead grows to size Huge. The conditional bonus to melee damage is +4 and reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.

Heightened (6th) As level 4, but you can target up to 10 creatures.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Enlarge", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Enlarge", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You wreathe yourself in flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Heightened (+2) The cold resistance increases by 5 and the fire damage increases by 1d6.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Fire Shield", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "evocation", "short_description": "Fire Shield", "targets": "", "traits": "fire, evocation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Fireball", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 4, "material_costs": "", "name": "Flaming Sphere", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target gains a fly Speed of 30 feet.

Heightened (7th) The duration increases to 1 hour.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Fly", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Fly", "targets": "one creature", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

While under this spell's effect, the target ignores all effects that would entangle or hamper her. When she attempts to escape an effect that has her immobilized, grabbed, or restrained, she automatically succeeds unless it's a magical effect of a higher level than the freedom of movement spell.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Freedom of Movement", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Freedom of Movement", "targets": "one willing creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC. It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Gaseous Form", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Gaseous Form", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "50-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area.

Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.

Heightened (5th) Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures).

", "duration": "24 hours", "level": 4, "material_costs": "", "name": "Hallucinatory Terrain", "pfclass": "primal", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Hallucinatory Terrain", "targets": "", "traits": "illusion" }, { "area": "30-foot aura (see text)", "casting_time": "1 action", "components": "Sa", "description_formated": "

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you're using the 1- or 2-action version to heal the living.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Heal", "pfclass": "primal", "range": "touch or 30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Heal", "targets": "one willing living creature or one undead creature", "traits": "positive, necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium animal battle form. You count as an animal in addition to your normal traits while in this form. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following:

The special statistics of your battle form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents you from casting spells, speaking, or using most actions with the manipulate trait that require hands (the GM determines which actions of this sort you can take if there's doubt).You can dismiss this spell with a Concentrate on the Spell action.

If you prepare this spell, choose from the following options. When in battle form, you gain the attacks, movement types, and special abilities listed. You can choose a more specific type of animal to turn into (such as a ladybug or scarab for beetle). This has no effect on your battle form's size or statistics.

Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell fails and is lost. Your transformed statistics are as follows: Athletics +14; AC 26 (TAC 22); 15 temporary HP; attack modifier +13; damage bonus +6.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell fails and is lost. Your transformed statistics are as follows: Athletics +18; AC 28 (TAC 24); 20 temporary HP; attack modifier +15; damage bonus +2 and double the number of weapon damage dice (including those of persistent damage).

", "duration": "1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Insect Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Insect Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Lightning Bolt", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You reduce the tracks you leave behind, adding a +4 conditional bonus to the DC needed to track you, or setting the DC of tracking you equal to the spell's DC, whichever is higher. You can gain only one of these two benefits; casting pass without trace multiple times doesn't improve the DC further.

Heightened (2nd) The duration increases to 8 hours.

Heightened (4th) The duration increases to 8 hours. The spell has a 20-foot range and a 20-foot aura area, affecting up to 10 creatures of your choice within that area.

", "duration": "1 hour", "level": 4, "material_costs": "", "name": "Pass Without Trace", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Pass Without Trace", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Tiny nonthreatening animal, such as a cat, rat, insect, or lizard. You count as an animal in addition to your normal traits while in this form. You can choose the specific type of animal you turn into (such as a rat or praying mantis). This has no effect on your battle form's size or statistics. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following abilities:

The special statistics of your pest form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your pest form prevents you from casting spells, speaking, or spending most actions with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell by using an action (this action has the concentrate trait).

Heightened (2nd) The duration increases to 1 hour.

Heightened (4th) You can turn into a flying creature, such as a bird. You also gain a fly Speed of 20 feet.

", "duration": "10 minutes or until dismissed", "level": 4, "material_costs": "", "name": "Pest Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Pest Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You conjure a Large, magical, horselike creature that only you (or another Medium or Small creature you choose when casting the spell) can ride. The horse is clearly phantasmal in nature, has 18 AC and 10 Hit Points, and automatically fails all saves. If reduced to 0 Hit Points, it disappears and the spell is dismissed. The steed has a Speed of 40 feet and can hold your body weight (or the body weight of the creature you chose) plus 20 Bulk.

Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.

Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also walk on air (per air walk) but must end its turn on solid ground or fall.

Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores areas of natural difficult terrain.

", "duration": "8 hours or until dismissed", "level": 4, "material_costs": "", "name": "Phantom Steed", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Phantom Steed", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.

Heightened (4th) The resistance increases to 10, and you can target up to two creatures.

Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Resist Energy", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Resist Energy", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.

Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's enervated value by 1. You can't use this to reduce a permanent enervated condition.

Heightened (6th) Per the 4th-level restoration, but you can reduce a permanent enervated condition if you add a Material Casting action while casting the spell, during which you provide 100 gp worth of diamond dust as a cost.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Restoration", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Restoration", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shape the stone into a rough shape of your choice; it can't include intricate parts, fine details, moving pieces, or the like. Any creature standing atop the stone when you reshape it must attempt an Acrobatics check.

Success Unaffected.

Failure The creature falls prone.

Critical Failure The creature falls off the stone (if applicable) and falls prone.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Shape Stone", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Shape Stone", "targets": "cube of stone 10 feet across or smaller", "traits": "transmutation, earth" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Shocking Grasp", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "electricity, attack, evocation" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

Per obscuring mist, except that the area is also difficult terrain.

", "duration": "1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Solid Fog", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Solid Fog", "targets": "", "traits": "water, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can ask questions of and receive answers from plants, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants have a limited and distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. Wary and cunning plant monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.

", "duration": "10 minutes", "level": 4, "material_costs": "", "name": "Speak with Plants", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Speak with Plants", "targets": "", "traits": "plant, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

As long as you and the target are on the same plane of existence and both alive, you know the target's direction from you, its distance from you, and any conditions affecting it.

Heightened (4th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "1 day", "level": 4, "material_costs": "", "name": "Status", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "divination", "short_description": "Status", "targets": "one willing living creature", "traits": "detection, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's skin hardens like stone. It gains resistance 5 to physical damage (any bludgeoning, piercing, or slashing damage) and weakness 5 to adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute.

Heightened (6th) The resistance and weakness increase to 10.

Heightened (8th) The resistance and weakness increase to 15.

", "duration": "20 minutes", "level": 4, "material_costs": "", "name": "Stoneskin", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Stoneskin", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon nature's ally list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Summon Nature's Ally", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Nature's Ally", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Wall of Fire", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 5-foot-thick, 60-foot-long, and 10-foot-high wall of brambles and thorns in a straight line. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's space counts as difficult terrain. For every move action a creature uses that enters at least one of the wall's spaces, that creature takes 4d4 piercing damage.

Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 9. A broken section can be moved through freely.

Heightened (+1) The Hardness of each section of the wall increases by 2 and the piercing damage increases by 1d4.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Wall of Thorns", "pfclass": "primal", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Thorns", "targets": "", "traits": "plant, conjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S", "description_formated": "

The targets can breathe underwater.

Heightened (3rd) The duration increases to 8 hours.

Heightened (4th) The duration increases to 24 hours.

", "duration": "1 hour", "level": 4, "material_costs": "", "name": "Water Breathing", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Water Breathing", "targets": "up to five creatures", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must swim normally and doesn't gain the ability to breathe underwater.

Heightened (4th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "10 minutes", "level": 4, "material_costs": "", "name": "Water Walk", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Water Walk", "targets": "one creature", "traits": "transmutation" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Weapon Storm", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "10-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5 and TAC 5, and it automatically fails its saving throws.

Each time a creature begins to use a move action while in the web, it must attempt an Athletics check or Reflex save against your spell DC to avoid being entangled or immobilized. A creature that gets out of the web ceases to be entangled by it.

Success The creature is unaffected. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.

Critical Success As success, and it doesn't need to attempt further saving throws against the web this turn. It clears the web from every square it leaves after leaving the square.

Failure The creature is entangled until the start of its next turn but doesn't need to attempt further Athletics checks or saving throws against the web during this action.

Critical Failure The creature is immobilized until the start of its next turn, after which it is entangled for 1 round.

Heightened (4th) The spell's area increases to a 20-foot burst, and its range increases to 60 feet.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Web", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Web", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium flying animal battle form. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or taking most manipulate actions that require hands. (The GM decides if there's doubt.) You can dismiss the spell with a concentrate action. When you prepare this spell, choose from the options below. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as an owl or eagle for bird). This has no effect on the Size or statistics.

Heightened (5th) Your battle form is Large and your fly Speed is accelerated 10. You must have enough space to expand or the spell is lost. Your statistics are AC 28 (TAC 26); attack modifier of +15; damage bonus +8; 10 temporary HP; Acrobatics +18.

Heightened (6th) Your battle form is Huge, your attacks have 10-foot reach, and your fly Speed is accelerated 15 feet. You must have enough space or the spell is lost. Your statistics are AC 31 (TAC 28); attack modifier +19; damage bonus +4 and double damage dice (including persistent damage); 15 temporary HP; Acrobatics +20.

", "duration": "1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Aerial Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Aerial Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium animal battle form. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or using most actions with the manipulate trait that require hands. (The GM decides if there's doubt.) You can dismiss the spell with a concentrate action.

If you prepare this spell, choose from the options below. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as lion or snow leopard for cat). This has no effect on size or statistics.

Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand or the spell is lost. Your statistics are AC 25 (TAC 22); attack modifier +14; damage bonus +9; 15 temporary HP; Athletics +14.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand or the spell is lost. Your statistics are AC 27 (TAC 24); attack modifier of +16; damage bonus +7 and double the number of damage dice; 20 temporary HP; Athletics +18.

", "duration": "1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Animal Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Animal Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You send the target back to its home plane, to the place it was before leaving. The effect depends on the target's Will save. You can add a Material Casting action to give the creature a -2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, not from a spell component pouch. You can cast this spell only when you're on your home plane.

Success The creature resists being banished.

Critical Success The creature resists being banished and you are stunned until the end of your next turn.

Failure The creature is banished.

Critical Failure The creature is banished and can't return to your home plane by any means for 1 week.

Heightened (9th) You can target up to 10 creatures. The extra material component affects these targets if it is anathema to them.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Banishment", "pfclass": "primal", "range": "30 feet", "saving_throw": "Will", "school": "abjuration", "short_description": "Banishment", "targets": "one creature that isn't on its home plane", "traits": "abjuration" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Burning Hands", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "fire, evocation" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Cloudkill", "pfclass": "primal", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Cone of Cold", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 5, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "50 feet long by 50 feet wide", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area suffer the effects of slow.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Control Water", "pfclass": "primal", "range": "500 feet", "saving_throw": "", "school": "evocation", "short_description": "Control Water", "targets": "", "traits": "evocation, water" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You create a temporary standard-quality object. It must be of vegetable matter and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never functions as a cost or the like, and can't be made of special materials or materials with a rarity of uncommon or higher. It is obviously temporary conjured.

Heightened (5th) The item is expert quality and can use minerals.

", "duration": "1 hour", "level": 5, "material_costs": "", "name": "Creation", "pfclass": "primal", "range": "0 feet", "saving_throw": "", "school": "conjuration", "short_description": "Creation", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target is protected from negative energy. It receives a +4 conditional bonus to saves against death and negative effects, gains resistance 10 to negative, and suppresses the effects of enervated.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Death Ward", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Death Ward", "targets": "one creature touched", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Large animal battle form. You must have space to expand or the spell is lost. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or using most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with a concentrate action.

If you prepare this spell, choose from the following options. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as allosaurus instead of tyrannosaurus). This has no effect on size or statistics.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach, or 20 if they started with 15. Your statistics are AC 27 (TAC 24); attack modifier +16; damage bonus +6 and double damage dice; 20 temporary HP; Athletics +17.

Heightened (7th) Your battle form is Gargantuan and your attacks have 20-foot reach, or 25 if they started with 15. Your statistics are AC 33 (TAC 29); attack modifier +23; damage bonus +18 and double damage dice; 25 temporary HP; Athletics +24.

", "duration": "1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Dinosaur Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Dinosaur Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium elemental battle form. You count as an elemental in addition to your normal traits. Your gear is absorbed into you; the constant abilities still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells or using most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with a action (this action has the concentrate trait).

If you prepare this spell, choose from the options below. When in battle form, you gain the attacks, movement types, and special abilities listed.

Heightened (6th) Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +19, AC 31 (TAC 28); 15 temporary HP; attack modifier +19; damage bonus +13.

Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +23; AC 34 (TAC 32); 20 temporary HP; attack modifier +21; damage bonus +11 and double the number of damage dice (including persistent damage).

", "duration": "1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Elemental Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Elemental Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).

Heightened (3rd) The target is protected from severe cold and heat.

Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.

", "duration": "1 day", "level": 5, "material_costs": "", "name": "Endure Elements", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Endure Elements", "targets": "one willing creature", "traits": "abjuration" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Fireball", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 5, "material_costs": "", "name": "Flaming Sphere", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The corpse doesn't decay, nor can it be transformed into an undead. Time spent under the effect of this spell doesn't count when determining the success of spells that require a fresh corpse.

Heightened (5th) The spell's duration is permanent, but you must add a Material Casting action during which you expend 6 gp worth of embalming fluid as a cost.

", "duration": "1 day", "level": 5, "material_costs": "", "name": "Gentle Repose", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Gentle Repose", "targets": "one corpse", "traits": "necromancy" }, { "area": "50-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area.

Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.

Heightened (5th) Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures).

", "duration": "24 hours", "level": 5, "material_costs": "", "name": "Hallucinatory Terrain", "pfclass": "primal", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Hallucinatory Terrain", "targets": "", "traits": "illusion" }, { "area": "30-foot aura (see text)", "casting_time": "1 action", "components": "Sa", "description_formated": "

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you're using the 1- or 2-action version to heal the living.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Heal", "pfclass": "primal", "range": "touch or 30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Heal", "targets": "one willing living creature or one undead creature", "traits": "positive, necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform your appearance to look like a Small or Medium humanoid, such as a drow, dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You count as a humanoid in addition to your normal traits while in this form, as well as gaining any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (using the effects of the shrink spell). This transformation doesn't change your statistics in any way. You can still wear and use your gear, and it changes size to match your new form if necessary. The item's size change ends immediately if the item leaves your person. You don't gain the special abilities of the humanoid form you assume. This spell grants you a +4 conditional bonus to Deception checks to pass as a generic member of the chosen ancestry, but you can't make yourself to look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when choosing the DC of your Deception check.

Heightened (3rd) You gain darkvision or low-light vision if the form you assume has that ability.

Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell.

", "duration": "10 minutes or until dismissed", "level": 5, "material_costs": "", "name": "Humanoid Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Humanoid Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium animal battle form. You count as an animal in addition to your normal traits while in this form. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following:

The special statistics of your battle form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents you from casting spells, speaking, or using most actions with the manipulate trait that require hands (the GM determines which actions of this sort you can take if there's doubt).You can dismiss this spell with a Concentrate on the Spell action.

If you prepare this spell, choose from the following options. When in battle form, you gain the attacks, movement types, and special abilities listed. You can choose a more specific type of animal to turn into (such as a ladybug or scarab for beetle). This has no effect on your battle form's size or statistics.

Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell fails and is lost. Your transformed statistics are as follows: Athletics +14; AC 26 (TAC 22); 15 temporary HP; attack modifier +13; damage bonus +6.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell fails and is lost. Your transformed statistics are as follows: Athletics +18; AC 28 (TAC 24); 20 temporary HP; attack modifier +15; damage bonus +2 and double the number of weapon damage dice (including those of persistent damage).

", "duration": "1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Insect Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Insect Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Lightning Bolt", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You afflict the target with the curse of the roiling sea, depending on its Will save.

Success The target becomes sick 1. Reducing its sick condition to 0 ends the curse.

Critical Success The target is unaffected.

Failure The target becomes sick 1 and can't reduce its sick condition below 1 while the curse remains. Whenever it is sick and on the water at least a mile from shore, it is also slowed 1.

Critical Failure Per failure, but the target becomes sick 2.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Mariner's Curse", "pfclass": "primal", "range": "touch", "saving_throw": "Will", "school": "necromancy", "short_description": "Mariner's Curse", "targets": "one creature", "traits": "attack, curse, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, are accelerated 10, and gain weakness 5 to silver. They also grow vicious fangs and claws, both of which are unarmed attacks. The fangs deal 3d8 piercing damage; the claws deal 3d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks. On a critical hit with one of these weapons, the target takes 1d4 persistent bleed damage.

The targets can't spend concentrate actions unless those actions have the rage trait. Their Seek actions gain the rage trait during the spell's duration. A creature can attempt to end the spell's effect on themself by spending an action and attempting a Will save against your spell DC.

If a target is in the light of a full moon, they also grow by one size if they were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.

Heightened (6th) The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to four dice.

Heightened (8th) The temporary Hit Points increase to 15, the silver weakness to 15, and the damage dealt by the attacks to five dice.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Moon Frenzy", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Moon Frenzy", "targets": "up to 5 willing creatures", "traits": "morph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target loses its scent, preventing creatures from noticing it using scent alone. A creature attempting a Perception check with scent and other senses might be able to notice the lack of natural scent. If the target has a stench attack, that ability is also negated.

Heightened (5th) The range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "1 hour", "level": 5, "material_costs": "", "name": "Negate Aroma", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Negate Aroma", "targets": "one willing or unconscious creature", "traits": "abjuration" }, { "area": "5-foot-wide, 10-foot-tall, 10-footdeep section of wooden, plaster, or stone wall", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a visible tunnel through the wall in the chosen area, replacing the area with empty space; if the wall is thicker than 10 feet, the tunnel ends 10 feet in. Even a small layer of metal in the wall prevents this spell from functioning. This spell doesn't reduce the integrity of the structure, so the wall doesn't collapse even if it's load-bearing. When the spell ends, anyone inside the tunnel is shunted to the nearest exit.

Heightened (7th) The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel's entrance (and exit, if applicable) appear completely normal (unless subjected to true seeing), despite the tunnel's existence. The tunnel's entrance normally counts as a solid wall, but you can specify a password or a trigger stimulus. Anyone speaking the password or fulfilling the trigger stimulus can enter the tunnel freely.

", "duration": "1 hour", "level": 5, "material_costs": "", "name": "Passwall", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Passwall", "targets": "", "traits": "earth, conjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You conjure a Large, magical, horselike creature that only you (or another Medium or Small creature you choose when casting the spell) can ride. The horse is clearly phantasmal in nature, has 18 AC and 10 Hit Points, and automatically fails all saves. If reduced to 0 Hit Points, it disappears and the spell is dismissed. The steed has a Speed of 40 feet and can hold your body weight (or the body weight of the creature you chose) plus 20 Bulk.

Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.

Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also walk on air (per air walk) but must end its turn on solid ground or fall.

Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores areas of natural difficult terrain.

", "duration": "8 hours or until dismissed", "level": 5, "material_costs": "", "name": "Phantom Steed", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Phantom Steed", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Large plant battle form. You count as a plant in addition to your normal traits while in this form. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following abilities:

The special statistics of your battle form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents you from casting spells, speaking, or spending most action with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell by using an action (this action has the concentrate trait).

When you prepare this spell, choose the creature you wish to turn into from the following options. When in battle form, you gain the attacks, movement types, and special abilities listed. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap). This has no effect on your battle form's size or statistics.

Heightened (6th) Your battle form is Huge and the reach of your attacks increases by 5 feet. You must have enough space to expand into or the spell is lost. Your transformed statistics are as follows: AC 31 (TAC 27); attack modifier +19; damage bonus +5; 24 temporary HP; Athletics +19.

", "duration": "1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Plant Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Plant Form", "targets": "", "traits": "polymorph, transmutation, plant" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shoot a blazing-hot ray of light tinged with holy energy. Make a ranged touch attack against the target. If you hit, you deal 4d6 fire damage. If the target is a fiend or undead, you deal 5d6 additional good damage to it. On a critical hit, double all the damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to dispel the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between you and the spell's target.

Heightened (+2) The fire damage by 3d6 and the good damage against fiends and undead increases by 3d6.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Searing Light", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Searing Light", "targets": "one creature", "traits": "fire, good, attack, evocation, light" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Shocking Grasp", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "electricity, attack, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon nature's ally list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Summon Nature's Ally", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Nature's Ally", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You step into a living tree with a trunk large enough to fit you and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can leave from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.

Heightened (6th) The destination tree can be up to 50 miles away.

Heightened (8th) The destination tree can be up to 500 miles away.

Heightened (9th) The destination tree can be anywhere on the same planet, though you are unlikely to find a tree of the same species on a noncontiguous continent.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Tree Stride", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "conjuration", "short_description": "Tree Stride", "targets": "", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Wall of Fire", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 1-foot-thick, 60-foot-long, 10-foot-high wall of ice in a straight line (the wall doesn't have to be vertical but it must be anchored on both sides to a solid surface) or a 1-footthick, 10-foot hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must evoke the wall in an unbroken open space so its edges don'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, TAC 8, and Hardness 13. Each section is immune to cold and water. A section also has weakness to fire 15; a section of the wall broken by fire is completely destroyed immediately, melting and evaporating into water and steam. A section broken or destroyed by means other than fire can be moved through as difficult terrain and deals 2d6 cold damage to anyone passing through it.

Heightened (+2) The Hardness of each section of the wall increases by 4 and the cold damage for crossing a broken or destroyed section increases by 1d6.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Wall of Ice", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Ice", "targets": "", "traits": "evocation, cold, water" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 1-inch-thick, 120-foot-long, and 20-foot-high wall of stone. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost. Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 17. A broken section of the wall can be moved through, but rubble created from it is difficult terrain.

Heightened (+2) The Hardness of each section of the wall increases by 5.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Wall of Stone", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Stone", "targets": "", "traits": "conjuration, earth" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 5-foot-thick, 60-foot-long, and 10-foot-high wall of brambles and thorns in a straight line. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's space counts as difficult terrain. For every move action a creature uses that enters at least one of the wall's spaces, that creature takes 4d4 piercing damage.

Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 9. A broken section can be moved through freely.

Heightened (+1) The Hardness of each section of the wall increases by 2 and the piercing damage increases by 1d4.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Wall of Thorns", "pfclass": "primal", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Thorns", "targets": "", "traits": "plant, conjuration" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Weapon Storm", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, you deal acid damage equal to 2d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage. On a critical hit, double the damage, but not the persistent damage.

Heightened (+2) 1d8 extra damage and 1d6 extra persistent damage.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Acid Arrow", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Arrow", "targets": "one creature or object", "traits": "evocation, acid, attack" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium flying animal battle form. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or taking most manipulate actions that require hands. (The GM decides if there's doubt.) You can dismiss the spell with a concentrate action. When you prepare this spell, choose from the options below. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as an owl or eagle for bird). This has no effect on the Size or statistics.

Heightened (5th) Your battle form is Large and your fly Speed is accelerated 10. You must have enough space to expand or the spell is lost. Your statistics are AC 28 (TAC 26); attack modifier of +15; damage bonus +8; 10 temporary HP; Acrobatics +18.

Heightened (6th) Your battle form is Huge, your attacks have 10-foot reach, and your fly Speed is accelerated 15 feet. You must have enough space or the spell is lost. Your statistics are AC 31 (TAC 28); attack modifier +19; damage bonus +4 and double damage dice (including persistent damage); 15 temporary HP; Acrobatics +20.

", "duration": "1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Aerial Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Aerial Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You attempt to transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.

Success The target's body gains minor features of the harmless animal. Its insides churn, causing it to be sick 1. When it recovers from the sickness, its features revert to normal.

Critical Success The target is unaffected.

Failure The target transforms for 1 minute but keeps its mind. It can spend all its actions on its turn concentrating on its original form, granting it a Will save to end the effect.

Critical Failure The target is transformed into the chosen harmless animal, body and mind, for 1 day.

Heightened (8th) On a critical failure, the duration is unlimited.

", "duration": "varies", "level": 6, "material_costs": "", "name": "Baleful Polymorph", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Baleful Polymorph", "targets": "one creature", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's skin is covered in bark. The target gains resistance 1 to bludgeoning and piercing damage and weakness 2 to fire.

Heightened (+2) The resistances increase by 2 and weakness by 3.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Barkskin", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Barkskin", "targets": "one creature", "traits": "abjuration, plant" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Burning Hands", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You discharge a powerful bolt of lightning at the target, dealing 9d12 electricity damage unless it succeeds at a Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Targets after the first take 8d12 electricity damage and must attempt a Reflex save. Roll the damage only once and apply it to each target (halving or doubling when necessary).

Success The targets take half damage.

Critical Success The targets are unaffected, and the chain ends.

Failure The targets take full damage

Critical Failure The targets take double damage.

Heightened (+1) The damage to all targets increases by 1d12.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Chain Lightning", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Chain Lightning", "targets": "one creature, plus any number of additional creatures", "traits": "evocation, electricity" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Cloudkill", "pfclass": "primal", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Cone of Cold", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 6, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You create enough food to feed six Medium creatures for a day; it's bland and unappealing and leaves the eater unsatisfied. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-fourth as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

Heightened (4th) You can feed 12 Medium creatures.

Heightened (6th) You can feed 50 Medium creatures.

Heightened (8th) You can feed 200 Medium creatures.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Create Food", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Create Food", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Large dragon battle form. You must have space to expand or the spell is lost. You count as a dragon in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

A creature that succeeds at a DC 24 saving throw takes half damage, or no damage on a critical success. The saving throw is a Reflex save unless stated otherwise in the special ability description below. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon is an arcane evocation with the appropriate damage trait. The shape, damage, and damage type depend on your specific dragon form (see below). These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells or taking most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with an action (this action has the concentrate trait).

If you prepare this spell, choose from the following options. When in battle form, you gain the attacks, movement types, and special abilities listed below for the corresponding form:

Heightened (8th) Your battle form is Huge, your fly Speed is accelerated 20, and your attacks have 10-foot reach (15 if they previously had 10). Your statistics are Athletics +26; AC 35 (TAC 31); 15 temporary HP; attack modifier +26; damage bonus +17; breath weapon DC 30; +14 conditional bonus to breath weapon damage.

", "duration": "1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Dragon Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Dragon Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium elemental battle form. You count as an elemental in addition to your normal traits. Your gear is absorbed into you; the constant abilities still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells or using most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with a action (this action has the concentrate trait).

If you prepare this spell, choose from the options below. When in battle form, you gain the attacks, movement types, and special abilities listed.

Heightened (6th) Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +19, AC 31 (TAC 28); 15 temporary HP; attack modifier +19; damage bonus +13.

Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +23; AC 34 (TAC 32); 20 temporary HP; attack modifier +21; damage bonus +11 and double the number of damage dice (including persistent damage).

", "duration": "1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Elemental Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Elemental Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is sluggish 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny) and it gains a +2 conditional bonus to melee damage. This spell has no effect on a Large or larger creature.

Heightened (4th) The creature instead grows to size Huge. The conditional bonus to melee damage is +4 and reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.

Heightened (6th) As level 4, but you can target up to 10 creatures.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Enlarge", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Enlarge", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d4 Hit Points, and any undead creature that starts its turn in the area takes 1d4 positive damage.

Heightened (9th) The healing and damage increase to 1d6.

", "duration": "concentration, up to 1 minute", "level": 6, "material_costs": "", "name": "Field of Life", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "necromancy", "short_description": "Field of Life", "targets": "", "traits": "positive, healing, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Four acorns grow in your hand, their shells streaked with red patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an action that has the manipulate trait. It explodes in a 5-foot burst, dealing 5d6 fire damage, and each creature in the area must attempt a Reflex save. The save uses your spell DC, even if someone else throws the acorn.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns.

When the spell ends, any remaining acorns rot and turn to ordinary soil.

Heightened (8th) The burst damage increases to 5d6 and the continuing flames damage increases to 3d6.

Heightened (9th) The burst damage increases to 6d6 and the continuing flames damage increases to 3d6.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Fire Seeds", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "evocation", "short_description": "Fire Seeds", "targets": "", "traits": "fire, evocation, plant" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You wreathe yourself in flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Heightened (+2) The cold resistance increases by 5 and the fire damage increases by 1d6.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Fire Shield", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "evocation", "short_description": "Fire Shield", "targets": "", "traits": "fire, evocation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Fireball", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 6, "material_costs": "", "name": "Flaming Sphere", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You attempt to turn the target's flesh into stone. The target must attempt a Fortitude save.

Success The target is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns. On a failed save, the slowed condition increases by 1; on a critically failed save, it increases by 2. A successful save reduces the slowed condition by 1. If the slowed condition is reduced to 0 or otherwise ends, the spell ends. When a creature is unable to act due to the slowed condition from flesh to stone, the spell ends but the creature is petrified permanently.

Critical Failure As failure, but the creature is initially slowed 2.

", "duration": "varies", "level": 6, "material_costs": "", "name": "Flesh to Stone", "pfclass": "primal", "range": "120 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Flesh to Stone", "targets": "one creature made of flesh", "traits": "transmutation" }, { "area": "30-foot aura (see text)", "casting_time": "1 action", "components": "Sa", "description_formated": "

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you're using the 1- or 2-action version to heal the living.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Heal", "pfclass": "primal", "range": "touch or 30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Heal", "targets": "one willing living creature or one undead creature", "traits": "positive, necromancy, healing" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Lightning Bolt", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, are accelerated 10, and gain weakness 5 to silver. They also grow vicious fangs and claws, both of which are unarmed attacks. The fangs deal 3d8 piercing damage; the claws deal 3d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks. On a critical hit with one of these weapons, the target takes 1d4 persistent bleed damage.

The targets can't spend concentrate actions unless those actions have the rage trait. Their Seek actions gain the rage trait during the spell's duration. A creature can attempt to end the spell's effect on themself by spending an action and attempting a Will save against your spell DC.

If a target is in the light of a full moon, they also grow by one size if they were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.

Heightened (6th) The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to four dice.

Heightened (8th) The temporary Hit Points increase to 15, the silver weakness to 15, and the damage dealt by the attacks to five dice.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Moon Frenzy", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Moon Frenzy", "targets": "up to 5 willing creatures", "traits": "morph, transmutation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You conjure a Large, magical, horselike creature that only you (or another Medium or Small creature you choose when casting the spell) can ride. The horse is clearly phantasmal in nature, has 18 AC and 10 Hit Points, and automatically fails all saves. If reduced to 0 Hit Points, it disappears and the spell is dismissed. The steed has a Speed of 40 feet and can hold your body weight (or the body weight of the creature you chose) plus 20 Bulk.

Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.

Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also walk on air (per air walk) but must end its turn on solid ground or fall.

Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores areas of natural difficult terrain.

", "duration": "8 hours or until dismissed", "level": 6, "material_costs": "", "name": "Phantom Steed", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Phantom Steed", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Large plant battle form. You count as a plant in addition to your normal traits while in this form. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following abilities:

The special statistics of your battle form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents you from casting spells, speaking, or spending most action with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell by using an action (this action has the concentrate trait).

When you prepare this spell, choose the creature you wish to turn into from the following options. When in battle form, you gain the attacks, movement types, and special abilities listed. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap). This has no effect on your battle form's size or statistics.

Heightened (6th) Your battle form is Huge and the reach of your attacks increases by 5 feet. You must have enough space to expand into or the spell is lost. Your transformed statistics are as follows: AC 31 (TAC 27); attack modifier +19; damage bonus +5; 24 temporary HP; Athletics +19.

", "duration": "1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Plant Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Plant Form", "targets": "", "traits": "polymorph, transmutation, plant" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 8d4 piercing damage to the touched creature and afflict it with purple worm venom, depending on the outcome of its Fortitude save.

Success The target takes 3d6 poison damage.

Critical Success The target is unaffected.

Failure The target is afflicted with purple worm venom at stage 1.

Critical Failure The target is afflicted with purple worm venom at stage 2.

Purple Worm Venom (Poison) Level 11; Maximum Duration 6 rounds. Stage 1 3d6 damage and enfeebled 2 (1 round); Stage 2 4d6 damage and enfeebled 2 (1 round); Stage 3 6d6 poison and enfeebled 2 (1 round).

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Purple Worm Sting", "pfclass": "primal", "range": "touch", "saving_throw": "Fort", "school": "necromancy", "short_description": "Purple Worm Sting", "targets": "one creature", "traits": "poison, attack, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can counteract a single fear effect that the target suffers from. This can also remove nonmagical fear effects if the source's level is equal to or lower than double remove fear's level. This frees only the target, not any other creatures under the fear effect.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Remove Fear", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "enchantment", "short_description": "Remove Fear", "targets": "one creature", "traits": "enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can counteract a single effect inflicting paralysis on the creature. This does not cure someone who suffers paralysis from some natural state or effect, such a being paralyzed from birth or paralysis caused by nonmagical wounds or toxins.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Remove Paralysis", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Remove Paralysis", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.

Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's enervated value by 1. You can't use this to reduce a permanent enervated condition.

Heightened (6th) Per the 4th-level restoration, but you can reduce a permanent enervated condition if you add a Material Casting action while casting the spell, during which you provide 100 gp worth of diamond dust as a cost.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Restoration", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Restoration", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can counteract a single effect making the target blinded or deafened. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who is missing the sense from some natural state or effect, such as from birth or from a nonmagical wound or toxin.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Restore Senses", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Restore Senses", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Shocking Grasp", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "electricity, attack, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target shrinks to size Tiny. Its equipment shrinks with it, but returns to natural size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature.

Heightened (6th) As 2nd level, but the spell can target up to 10 creatures instead of just one.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Shrink", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Shrink", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target becomes slower, depending on its Fortitude save.

Success Slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure Slowed 1 for 1 minute.

Critical Failure Slowed 2 for 1 minute.

Heightened (6th) You can target up to 10 creatures.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Slow", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Slow", "targets": "one creature", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about those that touched them in the past and what is concealed beneath them.

", "duration": "10 minutes", "level": 6, "material_costs": "", "name": "Stone Tell", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Stone Tell", "targets": "", "traits": "earth, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Stone to Flesh", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Stone to Flesh", "targets": "petrified creature or human-sized stone object", "traits": "transmutation, earth" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's skin hardens like stone. It gains resistance 5 to physical damage (any bludgeoning, piercing, or slashing damage) and weakness 5 to adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute.

Heightened (6th) The resistance and weakness increase to 10.

Heightened (8th) The resistance and weakness increase to 15.

", "duration": "20 minutes", "level": 6, "material_costs": "", "name": "Stoneskin", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Stoneskin", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon nature's ally list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Summon Nature's Ally", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Nature's Ally", "targets": "", "traits": "conjuration" }, { "area": "40-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, climbing, or swimming within the creepers is entangled until it leaves the area. Once per round, you can Concentrate on the Spell to have a vine lash out from any square within the expanse of creepers. This vine has a 15-foot reach and makes a melee touch attack using your bonus. If the attack succeeds, the vine pulls the target into the creepers and makes it immobile for 1 round or until the creature Escapes (using your spell DC as the Escape DC), whichever comes first.

", "duration": "10 minutes", "level": 6, "material_costs": "", "name": "Tangling Creepers", "pfclass": "primal", "range": "500 feet", "saving_throw": "", "school": "conjuration", "short_description": "Tangling Creepers", "targets": "", "traits": "plant, conjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You step into a living tree with a trunk large enough to fit you and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can leave from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.

Heightened (6th) The destination tree can be up to 50 miles away.

Heightened (8th) The destination tree can be up to 500 miles away.

Heightened (9th) The destination tree can be anywhere on the same planet, though you are unlikely to find a tree of the same species on a noncontiguous continent.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Tree Stride", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "conjuration", "short_description": "Tree Stride", "targets": "", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can see things within 60 feet as they actually are. The GM rolls a secret dispel check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "True Seeing", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "True Seeing", "targets": "", "traits": "revelation, divination" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Wall of Fire", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 5-foot-thick, 60-foot-long, and 10-foot-high wall of brambles and thorns in a straight line. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's space counts as difficult terrain. For every move action a creature uses that enters at least one of the wall's spaces, that creature takes 4d4 piercing damage.

Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 9. A broken section can be moved through freely.

Heightened (+1) The Hardness of each section of the wall increases by 2 and the piercing damage increases by 1d4.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Wall of Thorns", "pfclass": "primal", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Thorns", "targets": "", "traits": "plant, conjuration" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Weapon Storm", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Burning Hands", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You discharge a powerful bolt of lightning at the target, dealing 9d12 electricity damage unless it succeeds at a Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Targets after the first take 8d12 electricity damage and must attempt a Reflex save. Roll the damage only once and apply it to each target (halving or doubling when necessary).

Success The targets take half damage.

Critical Success The targets are unaffected, and the chain ends.

Failure The targets take full damage

Critical Failure The targets take double damage.

Heightened (+1) The damage to all targets increases by 1d12.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Chain Lightning", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Chain Lightning", "targets": "one creature, plus any number of additional creatures", "traits": "evocation, electricity" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 7, "material_costs": "", "name": "Cloudkill", "pfclass": "primal", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Cone of Cold", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 7, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Large animal battle form. You must have space to expand or the spell is lost. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or using most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with a concentrate action.

If you prepare this spell, choose from the following options. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as allosaurus instead of tyrannosaurus). This has no effect on size or statistics.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach, or 20 if they started with 15. Your statistics are AC 27 (TAC 24); attack modifier +16; damage bonus +6 and double damage dice; 20 temporary HP; Athletics +17.

Heightened (7th) Your battle form is Gargantuan and your attacks have 20-foot reach, or 25 if they started with 15. Your statistics are AC 33 (TAC 29); attack modifier +23; damage bonus +18 and double damage dice; 25 temporary HP; Athletics +24.

", "duration": "1 minute or until dismissed", "level": 7, "material_costs": "", "name": "Dinosaur Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Dinosaur Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium elemental battle form. You count as an elemental in addition to your normal traits. Your gear is absorbed into you; the constant abilities still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells or using most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with a action (this action has the concentrate trait).

If you prepare this spell, choose from the options below. When in battle form, you gain the attacks, movement types, and special abilities listed.

Heightened (6th) Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +19, AC 31 (TAC 28); 15 temporary HP; attack modifier +19; damage bonus +13.

Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +23; AC 34 (TAC 32); 20 temporary HP; attack modifier +21; damage bonus +11 and double the number of damage dice (including persistent damage).

", "duration": "1 minute or until dismissed", "level": 7, "material_costs": "", "name": "Elemental Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Elemental Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You protect the target with a powerful, long-lasting barrier. It gains resistance 5 to acid, cold, electricity, fire, force, and sonic.

Heightened (9th) The resistances increase to 10.

", "duration": "24 hours", "level": 7, "material_costs": "", "name": "Energy Aegis", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Energy Aegis", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage.

Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell with a single Somatic Casting action.

In fire form, you have a fly Speed of 40 feet and don't need to breathe.

Heightened (9th) You have resistance 15 to precision damage, creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 fire damage, and you have a fly Speed of 60 feet.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Fiery Body", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Fiery Body", "targets": "", "traits": "fire, transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You point your finger toward the target and speak a word of slaying. You deal 65 negative damage to the target, and the target must attempt a Fortitude save. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.

Success The target takes half damage.

Critical Success The target is unaffected.

Failure The target takes full damage.

Critical Failure The target dies instantly.

Heightened (+1) The damage increases by 10.

", "duration": "one living creature", "level": 7, "material_costs": "", "name": "Finger of Death", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Finger of Death", "targets": "", "traits": "death, necromancy" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Fireball", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 7, "material_costs": "", "name": "Flaming Sphere", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target gains a fly Speed of 30 feet.

Heightened (7th) The duration increases to 1 hour.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Fly", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Fly", "targets": "one creature", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target acts faster. It gains the quick condition and can use the extra action each round only for Strike and Stride actions.

Heightened (7th) You can target up to 5 creatures.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Haste", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Haste", "targets": "one creature", "traits": "transmutation" }, { "area": "30-foot aura (see text)", "casting_time": "1 action", "components": "Sa", "description_formated": "

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you're using the 1- or 2-action version to heal the living.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Heal", "pfclass": "primal", "range": "touch or 30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Heal", "targets": "one willing living creature or one undead creature", "traits": "positive, necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 9d4 piercing damage to the touched creature and afflict it with Leng spider venom, depending on its Fortitude save.

Success The target takes 4d6 poison damage.

Critical Success The target is unaffected.

Failure The target is afflicted with Leng spider venom at stage 1.

Critical Failure The target is afflicted with Leng spider venom at stage 2.

Leng Spider Venom (poison) Level 13; Maximum Duration 6 rounds; Stage 1 drained 1 (1 round); Stage 2 drained 1 and confused for 1 round (1 round).

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Leng's Sting", "pfclass": "primal", "range": "touch", "saving_throw": "Fort", "school": "necromancy", "short_description": "Leng's Sting", "targets": "one creature", "traits": "poison, attack, necromancy" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Lightning Bolt", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target appears to be a gruesome and terrifying creature to anyone observing it. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs and a demon observing the target might see a glowing angelic visage.

When any creature attempts a hostile action or reaction against the target, the creature must attempt a Will save. Once it does, it doesn't need to attempt another save against mask of terror for any actions or reactions it spends until the end of its next turn.

Success The creature is unaffected.

Failure The creature becomes frightened 2 before taking its action or reaction.

Critical Failure The creature becomes frightened 2 and its action or reaction fails and is wasted.

Heightened (8th) You can target up to 5 creatures. If a creature spends an action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Mask of Terror", "pfclass": "primal", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Mask of Terror", "targets": "one creature", "traits": "emotion, visual, mental, illusion, fear" }, { "area": "5-foot-wide, 10-foot-tall, 10-footdeep section of wooden, plaster, or stone wall", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a visible tunnel through the wall in the chosen area, replacing the area with empty space; if the wall is thicker than 10 feet, the tunnel ends 10 feet in. Even a small layer of metal in the wall prevents this spell from functioning. This spell doesn't reduce the integrity of the structure, so the wall doesn't collapse even if it's load-bearing. When the spell ends, anyone inside the tunnel is shunted to the nearest exit.

Heightened (7th) The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel's entrance (and exit, if applicable) appear completely normal (unless subjected to true seeing), despite the tunnel's existence. The tunnel's entrance normally counts as a solid wall, but you can specify a password or a trigger stimulus. Anyone speaking the password or fulfilling the trigger stimulus can enter the tunnel freely.

", "duration": "1 hour", "level": 7, "material_costs": "", "name": "Passwall", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Passwall", "targets": "", "traits": "earth, conjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

The target or targets move to another dimensional plane, such as the plane of fire, the shadow plane, hell, or the abyss. Attempting to reach a particular plane requires specific knowledge of the plane and a magic tuning fork created from material from that plane; while the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks.

The spell is highly imprecise, and you appear 1d20\u00d725 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane, though you can use other means of transit, such as teleport, to travel while on the new plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Plane Shift", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Plane Shift", "targets": "one willing creature, or up to eight willing creatures joining hands", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the start of each of its turns. While it has regeneration, the target can't die from damage and its dying value can't exceed 3. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.

Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the stump.

Heightened (9th) The regeneration increases to 20.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Regenerate", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Regenerate", "targets": "one willing or unconscious creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.

Heightened (4th) The resistance increases to 10, and you can target up to two creatures.

Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Resist Energy", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Resist Energy", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shoot a blazing-hot ray of light tinged with holy energy. Make a ranged touch attack against the target. If you hit, you deal 4d6 fire damage. If the target is a fiend or undead, you deal 5d6 additional good damage to it. On a critical hit, double all the damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to dispel the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between you and the spell's target.

Heightened (+2) The fire damage by 3d6 and the good damage against fiends and undead increases by 3d6.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Searing Light", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Searing Light", "targets": "one creature", "traits": "fire, good, attack, evocation, light" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Shocking Grasp", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "electricity, attack, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon nature's ally list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 7, "material_costs": "", "name": "Summon Nature's Ally", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Nature's Ally", "targets": "", "traits": "conjuration" }, { "area": "60-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A globe of searing sunlight explodes in the area, dealing 9d8 fire damage to creatures and objects in the area, plus 9d8 additional positive damage to undead creatures. Creatures and objects in the area must attempt a Reflex save.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Full damage and blinded permanently. If the globe overlaps with an area of magical darkness or affects a creature affected by magical darkness, sunburst attempts to dispel the darkness effect.

Heightened (+1) The fire damage increases by 1d8 and the positive damage against undead increases by 1d8.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Sunburst", "pfclass": "primal", "range": "500 feet", "saving_throw": "Relex", "school": "evocation", "short_description": "Sunburst", "targets": "", "traits": "positive, fire, light, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Targets can't be entangled or hampered by vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical. They also ignore difficult terrain from such environmental properties.

Heightened (9th) The targets also ignore greater difficult terrain from environmental properties.

", "duration": "1 hour", "level": 7, "material_costs": "", "name": "Unfettered Pack", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "abjuration", "short_description": "Unfettered Pack", "targets": "up to 10 creatures", "traits": "abjuration" }, { "area": "5-foot radius, 80-foot-tall cylinder", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 17d6 fire damage. Creatures in the area must attempt a Reflex save or take 13d6 fire damage. The lava rapidly cools, and creatures in the area might become partially encased in rock depending on their Reflex saves. A creature encased in rock is sluggish 1, is hampered 5 feet, and when flying treats all normal terrain as difficult terrain. A flying creature immediately descends 20 feet the moment it's encased, but doesn't take falling damage from this movement. A creature encased in rock can attempt to Break Open or Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock.

Success Half damage and not encased.

Critical Success No damage and not encased.

Failure Full damage and encased.

Critical Failure Double damage and encased. Additionally, creatures in the area that critically succeed at their saves and creature that are within 5 feet of the lava column automatically takes 2d6 fire damage from the intense heat.

Heightened (+1) The damage dealt in the area increases by 2d6, and the damage dealt by the intense heat increases by 1d6.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Volcanic Eruption", "pfclass": "primal", "range": "120 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Volcanic Eruption", "targets": "", "traits": "evocation, force" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Wall of Fire", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 1-foot-thick, 60-foot-long, 10-foot-high wall of ice in a straight line (the wall doesn't have to be vertical but it must be anchored on both sides to a solid surface) or a 1-footthick, 10-foot hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must evoke the wall in an unbroken open space so its edges don'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, TAC 8, and Hardness 13. Each section is immune to cold and water. A section also has weakness to fire 15; a section of the wall broken by fire is completely destroyed immediately, melting and evaporating into water and steam. A section broken or destroyed by means other than fire can be moved through as difficult terrain and deals 2d6 cold damage to anyone passing through it.

Heightened (+2) The Hardness of each section of the wall increases by 4 and the cold damage for crossing a broken or destroyed section increases by 1d6.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Wall of Ice", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Ice", "targets": "", "traits": "evocation, cold, water" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 1-inch-thick, 120-foot-long, and 20-foot-high wall of stone. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost. Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 17. A broken section of the wall can be moved through, but rubble created from it is difficult terrain.

Heightened (+2) The Hardness of each section of the wall increases by 5.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Wall of Stone", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Stone", "targets": "", "traits": "conjuration, earth" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 5-foot-thick, 60-foot-long, and 10-foot-high wall of brambles and thorns in a straight line. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's space counts as difficult terrain. For every move action a creature uses that enters at least one of the wall's spaces, that creature takes 4d4 piercing damage.

Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 9. A broken section can be moved through freely.

Heightened (+1) The Hardness of each section of the wall increases by 2 and the piercing damage increases by 1d4.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Wall of Thorns", "pfclass": "primal", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Thorns", "targets": "", "traits": "plant, conjuration" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Weapon Storm", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, you deal acid damage equal to 2d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage. On a critical hit, double the damage, but not the persistent damage.

Heightened (+2) 1d8 extra damage and 1d6 extra persistent damage.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Acid Arrow", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Arrow", "targets": "one creature or object", "traits": "evocation, acid, attack" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You attempt to transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.

Success The target's body gains minor features of the harmless animal. Its insides churn, causing it to be sick 1. When it recovers from the sickness, its features revert to normal.

Critical Success The target is unaffected.

Failure The target transforms for 1 minute but keeps its mind. It can spend all its actions on its turn concentrating on its original form, granting it a Will save to end the effect.

Critical Failure The target is transformed into the chosen harmless animal, body and mind, for 1 day.

Heightened (8th) On a critical failure, the duration is unlimited.

", "duration": "varies", "level": 8, "material_costs": "", "name": "Baleful Polymorph", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Baleful Polymorph", "targets": "one creature", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's skin is covered in bark. The target gains resistance 1 to bludgeoning and piercing damage and weakness 2 to fire.

Heightened (+2) The resistances increase by 2 and weakness by 3.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Barkskin", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Barkskin", "targets": "one creature", "traits": "abjuration, plant" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Burning Hands", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You discharge a powerful bolt of lightning at the target, dealing 9d12 electricity damage unless it succeeds at a Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Targets after the first take 8d12 electricity damage and must attempt a Reflex save. Roll the damage only once and apply it to each target (halving or doubling when necessary).

Success The targets take half damage.

Critical Success The targets are unaffected, and the chain ends.

Failure The targets take full damage

Critical Failure The targets take double damage.

Heightened (+1) The damage to all targets increases by 1d12.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Chain Lightning", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Chain Lightning", "targets": "one creature, plus any number of additional creatures", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

To the target, your words are honey and your visage bathed in dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or acted hostile.

You can dismiss charm with a Verbal Casting action. If you act hostile to the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means.

Success The target is unaffected, but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).

Critical Success The target is unaffected and aware you tried to charm it.

Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't act hostile toward you.

Critical Failure Target is helpful and can't act hostile toward you.

Heightened (4th) You can target any creature, not just humanoids.

Heightened (8th) You can target up to 10 creatures of any kind.

", "duration": "1 hour or until dismissed", "level": 8, "material_costs": "", "name": "Charm", "pfclass": "primal", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Charm", "targets": "one humanoid creature", "traits": "mental, emotion, enchantment" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Cloudkill", "pfclass": "primal", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Cone of Cold", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 8, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You create enough food to feed six Medium creatures for a day; it's bland and unappealing and leaves the eater unsatisfied. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-fourth as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

Heightened (4th) You can feed 12 Medium creatures.

Heightened (6th) You can feed 50 Medium creatures.

Heightened (8th) You can feed 200 Medium creatures.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Create Food", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Create Food", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Large dragon battle form. You must have space to expand or the spell is lost. You count as a dragon in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

A creature that succeeds at a DC 24 saving throw takes half damage, or no damage on a critical success. The saving throw is a Reflex save unless stated otherwise in the special ability description below. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon is an arcane evocation with the appropriate damage trait. The shape, damage, and damage type depend on your specific dragon form (see below). These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells or taking most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with an action (this action has the concentrate trait).

If you prepare this spell, choose from the following options. When in battle form, you gain the attacks, movement types, and special abilities listed below for the corresponding form:

Heightened (8th) Your battle form is Huge, your fly Speed is accelerated 20, and your attacks have 10-foot reach (15 if they previously had 10). Your statistics are Athletics +26; AC 35 (TAC 31); 15 temporary HP; attack modifier +26; damage bonus +17; breath weapon DC 30; +14 conditional bonus to breath weapon damage.

", "duration": "1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Dragon Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Dragon Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "60-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shake the ground, topple creatures, and shatter structures.

Success The creature takes Half collapse damage and falls prone.

Critical Success Half collapse damage.

Failure Full collapse damage and falls prone.

Critical Failure Full collapse damage and falls into a fissure.

The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.

Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.

", "duration": "1 round", "level": 8, "material_costs": "", "name": "Earthquake", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Earthquake", "targets": "", "traits": "earth, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You point your finger toward the target and speak a word of slaying. You deal 65 negative damage to the target, and the target must attempt a Fortitude save. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.

Success The target takes half damage.

Critical Success The target is unaffected.

Failure The target takes full damage.

Critical Failure The target dies instantly.

Heightened (+1) The damage increases by 10.

", "duration": "one living creature", "level": 8, "material_costs": "", "name": "Finger of Death", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Finger of Death", "targets": "", "traits": "death, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Four acorns grow in your hand, their shells streaked with red patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an action that has the manipulate trait. It explodes in a 5-foot burst, dealing 5d6 fire damage, and each creature in the area must attempt a Reflex save. The save uses your spell DC, even if someone else throws the acorn.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns.

When the spell ends, any remaining acorns rot and turn to ordinary soil.

Heightened (8th) The burst damage increases to 5d6 and the continuing flames damage increases to 3d6.

Heightened (9th) The burst damage increases to 6d6 and the continuing flames damage increases to 3d6.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Fire Seeds", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "evocation", "short_description": "Fire Seeds", "targets": "", "traits": "fire, evocation, plant" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You wreathe yourself in flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Heightened (+2) The cold resistance increases by 5 and the fire damage increases by 1d6.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Fire Shield", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "evocation", "short_description": "Fire Shield", "targets": "", "traits": "fire, evocation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Fireball", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 8, "material_costs": "", "name": "Flaming Sphere", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "30-foot aura (see text)", "casting_time": "1 action", "components": "Sa", "description_formated": "

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you're using the 1- or 2-action version to heal the living.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Heal", "pfclass": "primal", "range": "touch or 30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Heal", "targets": "one willing living creature or one undead creature", "traits": "positive, necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You pull the moisture from the targets' bodies, dealing 12d10 negative damage. Each target must attempt a Fortitude save to avoid withering in this fashion. Creatures made of water (such as water elementals) and plant creatures automatically treat their outcomes as one degree of success worse. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d10.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Horrid Wilting", "pfclass": "primal", "range": "500 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Horrid Wilting", "targets": "any number of living creatures", "traits": "necromancy, negative" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Lightning Bolt", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target appears to be a gruesome and terrifying creature to anyone observing it. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs and a demon observing the target might see a glowing angelic visage.

When any creature attempts a hostile action or reaction against the target, the creature must attempt a Will save. Once it does, it doesn't need to attempt another save against mask of terror for any actions or reactions it spends until the end of its next turn.

Success The creature is unaffected.

Failure The creature becomes frightened 2 before taking its action or reaction.

Critical Failure The creature becomes frightened 2 and its action or reaction fails and is wasted.

Heightened (8th) You can target up to 5 creatures. If a creature spends an action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Mask of Terror", "pfclass": "primal", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Mask of Terror", "targets": "one creature", "traits": "emotion, visual, mental, illusion, fear" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target experiences a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the target. The target regains Hit Points and recovers from conditions as if it had taken 24 hours of rest. The creature doesn't regain spells for resting or get other benefits of rest other than healing. The target is then bolstered against all moment of renewal spells.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Moment of Renewal", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Moment of Renewal", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. You count as an animal in addition to your normal traits while in this form. Your gear is absorbed into your form; your constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following:

The special statistics of your battle form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents you from casting spells, speaking, or using most actions with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell by using an action (this action has the concentrate trait). When you prepare this spell, choose the creature you wish to turn into from the following options.

When in battle form, you gain the attacks, movement types, and special abilities listed.

Heightened (9th) Your statistics are AC 29 (TAC 26); attack modifier of +28; add 1 additional damage die on all Strikes; 25 temporary HP; Athletics +29.

", "duration": "1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Monstrosity Form", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Monstrosity Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, are accelerated 10, and gain weakness 5 to silver. They also grow vicious fangs and claws, both of which are unarmed attacks. The fangs deal 3d8 piercing damage; the claws deal 3d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks. On a critical hit with one of these weapons, the target takes 1d4 persistent bleed damage.

The targets can't spend concentrate actions unless those actions have the rage trait. Their Seek actions gain the rage trait during the spell's duration. A creature can attempt to end the spell's effect on themself by spending an action and attempting a Will save against your spell DC.

If a target is in the light of a full moon, they also grow by one size if they were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.

Heightened (6th) The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to four dice.

Heightened (8th) The temporary Hit Points increase to 15, the silver weakness to 15, and the damage dealt by the attacks to five dice.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Moon Frenzy", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Moon Frenzy", "targets": "up to 5 willing creatures", "traits": "morph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fire a blue-white ray of freezing air and swirling sleet from your finger that can chill its target to the bones. You must succeed at a ranged touch attack to affect the target, which then takes 13d8 cold damage and is drained 2.

Heightened (+1) The damage increases by 2d8.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Polar Ray", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Polar Ray", "targets": "one creature or object", "traits": "cold, evocation" }, { "area": "30-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for flying and difficult terrain for creatures on the ground or climbing. Any creature that ends its turn flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes falling damage.

The squares at the outside vertical edges of the cylinder prevent creatures from leaving. They're greater difficult terrain, and any creature attempting to push through must succeed at an Athletics check (or Flying Maneuver) against your spell DC to get through. A creature that fails ends its current action but can try again.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Punishing Winds", "pfclass": "primal", "range": "100 feet", "saving_throw": "", "school": "evocation", "short_description": "Punishing Winds", "targets": "", "traits": "air, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Shocking Grasp", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "electricity, attack, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's skin hardens like stone. It gains resistance 5 to physical damage (any bludgeoning, piercing, or slashing damage) and weakness 5 to adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute.

Heightened (6th) The resistance and weakness increase to 10.

Heightened (8th) The resistance and weakness increase to 15.

", "duration": "20 minutes", "level": 8, "material_costs": "", "name": "Stoneskin", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Stoneskin", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon nature's ally list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Summon Nature's Ally", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Nature's Ally", "targets": "", "traits": "conjuration" }, { "area": "60-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A globe of searing sunlight explodes in the area, dealing 9d8 fire damage to creatures and objects in the area, plus 9d8 additional positive damage to undead creatures. Creatures and objects in the area must attempt a Reflex save.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Full damage and blinded permanently. If the globe overlaps with an area of magical darkness or affects a creature affected by magical darkness, sunburst attempts to dispel the darkness effect.

Heightened (+1) The fire damage increases by 1d8 and the positive damage against undead increases by 1d8.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Sunburst", "pfclass": "primal", "range": "500 feet", "saving_throw": "Relex", "school": "evocation", "short_description": "Sunburst", "targets": "", "traits": "positive, fire, light, evocation" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You step into a living tree with a trunk large enough to fit you and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can leave from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.

Heightened (6th) The destination tree can be up to 50 miles away.

Heightened (8th) The destination tree can be up to 500 miles away.

Heightened (9th) The destination tree can be anywhere on the same planet, though you are unlikely to find a tree of the same species on a noncontiguous continent.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Tree Stride", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "conjuration", "short_description": "Tree Stride", "targets": "", "traits": "conjuration, teleportation" }, { "area": "5-foot radius, 80-foot-tall cylinder", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 17d6 fire damage. Creatures in the area must attempt a Reflex save or take 13d6 fire damage. The lava rapidly cools, and creatures in the area might become partially encased in rock depending on their Reflex saves. A creature encased in rock is sluggish 1, is hampered 5 feet, and when flying treats all normal terrain as difficult terrain. A flying creature immediately descends 20 feet the moment it's encased, but doesn't take falling damage from this movement. A creature encased in rock can attempt to Break Open or Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock.

Success Half damage and not encased.

Critical Success No damage and not encased.

Failure Full damage and encased.

Critical Failure Double damage and encased. Additionally, creatures in the area that critically succeed at their saves and creature that are within 5 feet of the lava column automatically takes 2d6 fire damage from the intense heat.

Heightened (+1) The damage dealt in the area increases by 2d6, and the damage dealt by the intense heat increases by 1d6.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Volcanic Eruption", "pfclass": "primal", "range": "120 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Volcanic Eruption", "targets": "", "traits": "evocation, force" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Wall of Fire", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 5-foot-thick, 60-foot-long, and 10-foot-high wall of brambles and thorns in a straight line. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's space counts as difficult terrain. For every move action a creature uses that enters at least one of the wall's spaces, that creature takes 4d4 piercing damage.

Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 9. A broken section can be moved through freely.

Heightened (+1) The Hardness of each section of the wall increases by 2 and the piercing damage increases by 1d4.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Wall of Thorns", "pfclass": "primal", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Thorns", "targets": "", "traits": "plant, conjuration" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Weapon Storm", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

When you cast this spell, all targets transform into a vaguely cloud-like form and are picked up by a wind moving in the direction of your choice. You can Concentrate on the Spell to change the wind's direction. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, Cast a Spell, come under attack, or otherwise enter encounter mode, the spell ends for all targets and they drift gently to the ground.

", "duration": "8 hours", "level": 8, "material_costs": "", "name": "Wind Walk", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Wind Walk", "targets": "you and up to five creatures touched", "traits": "air, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You send the target back to its home plane, to the place it was before leaving. The effect depends on the target's Will save. You can add a Material Casting action to give the creature a -2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, not from a spell component pouch. You can cast this spell only when you're on your home plane.

Success The creature resists being banished.

Critical Success The creature resists being banished and you are stunned until the end of your next turn.

Failure The creature is banished.

Critical Failure The creature is banished and can't return to your home plane by any means for 1 week.

Heightened (9th) You can target up to 10 creatures. The extra material component affects these targets if it is anathema to them.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Banishment", "pfclass": "primal", "range": "30 feet", "saving_throw": "Will", "school": "abjuration", "short_description": "Banishment", "targets": "one creature that isn't on its home plane", "traits": "abjuration" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Burning Hands", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You discharge a powerful bolt of lightning at the target, dealing 9d12 electricity damage unless it succeeds at a Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Targets after the first take 8d12 electricity damage and must attempt a Reflex save. Roll the damage only once and apply it to each target (halving or doubling when necessary).

Success The targets take half damage.

Critical Success The targets are unaffected, and the chain ends.

Failure The targets take full damage

Critical Failure The targets take double damage.

Heightened (+1) The damage to all targets increases by 1d12.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Chain Lightning", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Chain Lightning", "targets": "one creature, plus any number of additional creatures", "traits": "evocation, electricity" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 9, "material_costs": "", "name": "Cloudkill", "pfclass": "primal", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Cone of Cold", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 9, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Crackling energy disjoins the target. You attempt to dispel it. If you succeed, it's deactivated for 1 week. On a critical success, it's destroyed. If it's an artifact or similar item, you automatically fail.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Disjunction", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "abjuration", "short_description": "Disjunction", "targets": "one magic item", "traits": "abjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You protect the target with a powerful, long-lasting barrier. It gains resistance 5 to acid, cold, electricity, fire, force, and sonic.

Heightened (9th) The resistances increase to 10.

", "duration": "24 hours", "level": 9, "material_costs": "", "name": "Energy Aegis", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Energy Aegis", "targets": "one creature", "traits": "abjuration" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d4 Hit Points, and any undead creature that starts its turn in the area takes 1d4 positive damage.

Heightened (9th) The healing and damage increase to 1d6.

", "duration": "concentration, up to 1 minute", "level": 9, "material_costs": "", "name": "Field of Life", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "necromancy", "short_description": "Field of Life", "targets": "", "traits": "positive, healing, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage.

Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell with a single Somatic Casting action.

In fire form, you have a fly Speed of 40 feet and don't need to breathe.

Heightened (9th) You have resistance 15 to precision damage, creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 fire damage, and you have a fly Speed of 60 feet.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Fiery Body", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Fiery Body", "targets": "", "traits": "fire, transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You point your finger toward the target and speak a word of slaying. You deal 65 negative damage to the target, and the target must attempt a Fortitude save. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.

Success The target takes half damage.

Critical Success The target is unaffected.

Failure The target takes full damage.

Critical Failure The target dies instantly.

Heightened (+1) The damage increases by 10.

", "duration": "one living creature", "level": 9, "material_costs": "", "name": "Finger of Death", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Finger of Death", "targets": "", "traits": "death, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Four acorns grow in your hand, their shells streaked with red patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an action that has the manipulate trait. It explodes in a 5-foot burst, dealing 5d6 fire damage, and each creature in the area must attempt a Reflex save. The save uses your spell DC, even if someone else throws the acorn.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns.

When the spell ends, any remaining acorns rot and turn to ordinary soil.

Heightened (8th) The burst damage increases to 5d6 and the continuing flames damage increases to 3d6.

Heightened (9th) The burst damage increases to 6d6 and the continuing flames damage increases to 3d6.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Fire Seeds", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "evocation", "short_description": "Fire Seeds", "targets": "", "traits": "fire, evocation, plant" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Fireball", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 9, "material_costs": "", "name": "Flaming Sphere", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "30-foot aura (see text)", "casting_time": "1 action", "components": "Sa", "description_formated": "

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you're using the 1- or 2-action version to heal the living.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Heal", "pfclass": "primal", "range": "touch or 30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Heal", "targets": "one willing living creature or one undead creature", "traits": "positive, necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You pull the moisture from the targets' bodies, dealing 12d10 negative damage. Each target must attempt a Fortitude save to avoid withering in this fashion. Creatures made of water (such as water elementals) and plant creatures automatically treat their outcomes as one degree of success worse. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d10.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Horrid Wilting", "pfclass": "primal", "range": "500 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Horrid Wilting", "targets": "any number of living creatures", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You crush the target by causing it to collapse in on itself, dealing 100 damage. The target must attempt a Fortitude save. Each time you Concentrate on the Spell, you must choose a new target to be subject to the same effect. You can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or that otherwise lacks a solid form.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 10.

", "duration": "concentration, up to 1 minute", "level": 9, "material_costs": "", "name": "Implosion", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Implosion", "targets": "one corporeal creature", "traits": "evocation" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Lightning Bolt", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "four 40-foot bursts", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You call down four blazing meteors that explode. Each meteor deals 4d10 bludgeoning damage to any creatures in the 10-foot burst at the center of each area of effect; the meteor then explodes, dealing 19d6 fire damage to any creatures in each 40-foot burst. The meteors' central 10-foot bursts can't overlap, and a creature takes the same amount of fire damage no matter how many overlapping explosions it's caught in. Each creature in the area can attempt a Reflex saving throw, which applies to both types of damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The fire damage increases by 1d6 and the bludgeoning damage by 1d10.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Meteor Swarm", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Meteor Swarm", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Animals, plants and weather in the area turn against the targets. Each target suffers from the following effects.

The GM might determine that you can't subject some creatures to the ire of nature. For example, a primal spellcaster of your level or higher or an avatar of nature might be immune to these effects.

", "duration": "10 minutes", "level": 9, "material_costs": "", "name": "Nature's Enmity", "pfclass": "primal", "range": "100 feet", "saving_throw": "", "school": "enchantment", "short_description": "Nature's Enmity", "targets": "up to five creatures", "traits": "enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fire a blue-white ray of freezing air and swirling sleet from your finger that can chill its target to the bones. You must succeed at a ranged touch attack to affect the target, which then takes 13d8 cold damage and is drained 2.

Heightened (+1) The damage increases by 2d8.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Polar Ray", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Polar Ray", "targets": "one creature or object", "traits": "cold, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the start of each of its turns. While it has regeneration, the target can't die from damage and its dying value can't exceed 3. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.

Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the stump.

Heightened (9th) The regeneration increases to 20.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Regenerate", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Regenerate", "targets": "one willing or unconscious creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shoot a blazing-hot ray of light tinged with holy energy. Make a ranged touch attack against the target. If you hit, you deal 4d6 fire damage. If the target is a fiend or undead, you deal 5d6 additional good damage to it. On a critical hit, double all the damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to dispel the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between you and the spell's target.

Heightened (+2) The fire damage by 3d6 and the good damage against fiends and undead increases by 3d6.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Searing Light", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Searing Light", "targets": "one creature", "traits": "fire, good, attack, evocation, light" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform yourself into any form you could choose with a different polymorph spell you know of 7th level or lower. You choose the type of creature as you cast the spell rather than when you prepare it. You can Concentrate on the Spell to change your form to any other form you could choose with this spell. You can dismiss this spell by using an action (this action has the concentrate trait).

", "duration": "1 minute or until dismissed", "level": 9, "material_costs": "", "name": "Shapechange", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Shapechange", "targets": "", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Shocking Grasp", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "electricity, attack, evocation" }, { "area": "360-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and whipping winds impose a \u20134 circumstance penalty to physical ranged attacks and weapon ranged attacks. When you cast this spell and the first time each round you Concentrate on the Spell, you can choose one of the following storm effects. You can't choose the same one twice in a row.

Heightened (10th) The range increases to 2,200 feet and the cloud is a 1,000-foot burst.

", "duration": "concentration, up to 10 rounds", "level": 9, "material_costs": "", "name": "Storm of Vengeance", "pfclass": "primal", "range": "800 feet", "saving_throw": "", "school": "evocation", "short_description": "Storm of Vengeance", "targets": "", "traits": "air, electricity, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon nature's ally list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 9, "material_costs": "", "name": "Summon Nature's Ally", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Nature's Ally", "targets": "", "traits": "conjuration" }, { "area": "60-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A globe of searing sunlight explodes in the area, dealing 9d8 fire damage to creatures and objects in the area, plus 9d8 additional positive damage to undead creatures. Creatures and objects in the area must attempt a Reflex save.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Full damage and blinded permanently. If the globe overlaps with an area of magical darkness or affects a creature affected by magical darkness, sunburst attempts to dispel the darkness effect.

Heightened (+1) The fire damage increases by 1d8 and the positive damage against undead increases by 1d8.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Sunburst", "pfclass": "primal", "range": "500 feet", "saving_throw": "Relex", "school": "evocation", "short_description": "Sunburst", "targets": "", "traits": "positive, fire, light, evocation" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You step into a living tree with a trunk large enough to fit you and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can leave from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.

Heightened (6th) The destination tree can be up to 50 miles away.

Heightened (8th) The destination tree can be up to 500 miles away.

Heightened (9th) The destination tree can be anywhere on the same planet, though you are unlikely to find a tree of the same species on a noncontiguous continent.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Tree Stride", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "conjuration", "short_description": "Tree Stride", "targets": "", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Targets can't be entangled or hampered by vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical. They also ignore difficult terrain from such environmental properties.

Heightened (9th) The targets also ignore greater difficult terrain from environmental properties.

", "duration": "1 hour", "level": 9, "material_costs": "", "name": "Unfettered Pack", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "abjuration", "short_description": "Unfettered Pack", "targets": "up to 10 creatures", "traits": "abjuration" }, { "area": "5-foot radius, 80-foot-tall cylinder", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 17d6 fire damage. Creatures in the area must attempt a Reflex save or take 13d6 fire damage. The lava rapidly cools, and creatures in the area might become partially encased in rock depending on their Reflex saves. A creature encased in rock is sluggish 1, is hampered 5 feet, and when flying treats all normal terrain as difficult terrain. A flying creature immediately descends 20 feet the moment it's encased, but doesn't take falling damage from this movement. A creature encased in rock can attempt to Break Open or Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock.

Success Half damage and not encased.

Critical Success No damage and not encased.

Failure Full damage and encased.

Critical Failure Double damage and encased. Additionally, creatures in the area that critically succeed at their saves and creature that are within 5 feet of the lava column automatically takes 2d6 fire damage from the intense heat.

Heightened (+1) The damage dealt in the area increases by 2d6, and the damage dealt by the intense heat increases by 1d6.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Volcanic Eruption", "pfclass": "primal", "range": "120 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Volcanic Eruption", "targets": "", "traits": "evocation, force" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Wall of Fire", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 1-foot-thick, 60-foot-long, 10-foot-high wall of ice in a straight line (the wall doesn't have to be vertical but it must be anchored on both sides to a solid surface) or a 1-footthick, 10-foot hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must evoke the wall in an unbroken open space so its edges don'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, TAC 8, and Hardness 13. Each section is immune to cold and water. A section also has weakness to fire 15; a section of the wall broken by fire is completely destroyed immediately, melting and evaporating into water and steam. A section broken or destroyed by means other than fire can be moved through as difficult terrain and deals 2d6 cold damage to anyone passing through it.

Heightened (+2) The Hardness of each section of the wall increases by 4 and the cold damage for crossing a broken or destroyed section increases by 1d6.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Wall of Ice", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Ice", "targets": "", "traits": "evocation, cold, water" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 1-inch-thick, 120-foot-long, and 20-foot-high wall of stone. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost. Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 17. A broken section of the wall can be moved through, but rubble created from it is difficult terrain.

Heightened (+2) The Hardness of each section of the wall increases by 5.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Wall of Stone", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Stone", "targets": "", "traits": "conjuration, earth" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 5-foot-thick, 60-foot-long, and 10-foot-high wall of brambles and thorns in a straight line. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's space counts as difficult terrain. For every move action a creature uses that enters at least one of the wall's spaces, that creature takes 4d4 piercing damage.

Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 9. A broken section can be moved through freely.

Heightened (+1) The Hardness of each section of the wall increases by 2 and the piercing damage increases by 1d4.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Wall of Thorns", "pfclass": "primal", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Thorns", "targets": "", "traits": "plant, conjuration" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Weapon Storm", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, you deal acid damage equal to 2d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage. On a critical hit, double the damage, but not the persistent damage.

Heightened (+2) 1d8 extra damage and 1d6 extra persistent damage.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Acid Arrow", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Arrow", "targets": "one creature or object", "traits": "evocation, acid, attack" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's skin is covered in bark. The target gains resistance 1 to bludgeoning and piercing damage and weakness 2 to fire.

Heightened (+2) The resistances increase by 2 and weakness by 3.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Barkskin", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Barkskin", "targets": "one creature", "traits": "abjuration, plant" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Burning Hands", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You discharge a powerful bolt of lightning at the target, dealing 9d12 electricity damage unless it succeeds at a Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Targets after the first take 8d12 electricity damage and must attempt a Reflex save. Roll the damage only once and apply it to each target (halving or doubling when necessary).

Success The targets take half damage.

Critical Success The targets are unaffected, and the chain ends.

Failure The targets take full damage

Critical Failure The targets take double damage.

Heightened (+1) The damage to all targets increases by 1d12.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Chain Lightning", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Chain Lightning", "targets": "one creature, plus any number of additional creatures", "traits": "evocation, electricity" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 10, "material_costs": "", "name": "Cloudkill", "pfclass": "primal", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Cone of Cold", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 10, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "60-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shake the ground, topple creatures, and shatter structures.

Success The creature takes Half collapse damage and falls prone.

Critical Success Half collapse damage.

Failure Full collapse damage and falls prone.

Critical Failure Full collapse damage and falls into a fissure.

The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.

Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.

", "duration": "1 round", "level": 10, "material_costs": "", "name": "Earthquake", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Earthquake", "targets": "", "traits": "earth, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You point your finger toward the target and speak a word of slaying. You deal 65 negative damage to the target, and the target must attempt a Fortitude save. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.

Success The target takes half damage.

Critical Success The target is unaffected.

Failure The target takes full damage.

Critical Failure The target dies instantly.

Heightened (+1) The damage increases by 10.

", "duration": "one living creature", "level": 10, "material_costs": "", "name": "Finger of Death", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Finger of Death", "targets": "", "traits": "death, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You wreathe yourself in flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Heightened (+2) The cold resistance increases by 5 and the fire damage increases by 1d6.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Fire Shield", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "evocation", "short_description": "Fire Shield", "targets": "", "traits": "fire, evocation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Fireball", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 10, "material_costs": "", "name": "Flaming Sphere", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "30-foot aura (see text)", "casting_time": "1 action", "components": "Sa", "description_formated": "

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you're using the 1- or 2-action version to heal the living.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Heal", "pfclass": "primal", "range": "touch or 30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Heal", "targets": "one willing living creature or one undead creature", "traits": "positive, necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You pull the moisture from the targets' bodies, dealing 12d10 negative damage. Each target must attempt a Fortitude save to avoid withering in this fashion. Creatures made of water (such as water elementals) and plant creatures automatically treat their outcomes as one degree of success worse. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d10.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Horrid Wilting", "pfclass": "primal", "range": "500 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Horrid Wilting", "targets": "any number of living creatures", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You crush the target by causing it to collapse in on itself, dealing 100 damage. The target must attempt a Fortitude save. Each time you Concentrate on the Spell, you must choose a new target to be subject to the same effect. You can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or that otherwise lacks a solid form.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 10.

", "duration": "concentration, up to 1 minute", "level": 10, "material_costs": "", "name": "Implosion", "pfclass": "primal", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Implosion", "targets": "one corporeal creature", "traits": "evocation" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Lightning Bolt", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "four 40-foot bursts", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You call down four blazing meteors that explode. Each meteor deals 4d10 bludgeoning damage to any creatures in the 10-foot burst at the center of each area of effect; the meteor then explodes, dealing 19d6 fire damage to any creatures in each 40-foot burst. The meteors' central 10-foot bursts can't overlap, and a creature takes the same amount of fire damage no matter how many overlapping explosions it's caught in. Each creature in the area can attempt a Reflex saving throw, which applies to both types of damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The fire damage increases by 1d6 and the bludgeoning damage by 1d10.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Meteor Swarm", "pfclass": "primal", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Meteor Swarm", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into an incarnation of nature, assuming a battle form: Medium for a green man and Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. You count as a plant if you choose green man or as a beast if you choose kaiju in addition to your normal traits while in this form. Your gear is absorbed into your form; your constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following:

The special statistics of your battle form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents you from casting spells or using most actions with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell with a concentrate action.

When in battle form, you gain the attacks, movement types, and special abilities listed below for the form you chose.

", "duration": "1 minute or until dismissed", "level": 10, "material_costs": "", "name": "Nature Incarnate", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Nature Incarnate", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fire a blue-white ray of freezing air and swirling sleet from your finger that can chill its target to the bones. You must succeed at a ranged touch attack to affect the target, which then takes 13d8 cold damage and is drained 2.

Heightened (+1) The damage increases by 2d8.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Polar Ray", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Polar Ray", "targets": "one creature or object", "traits": "cold, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform the targets into a herd of mammoths, and they assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Targets count as animals in addition to their normal traits while in this form. The targets' gear is absorbed into their forms; the constant abilities of the gear still function, but targets can't activate any item abilities. When targets transform, each target gains the following abilities:

The special statistics of the battle form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. The battle form prevents the targets from casting spells, or spending most manipulate actions that require hands (the GM determines which manipulate actions you can spend if there's doubt). Each target can dismiss the spell's effects on her own by using an action (this action has the concentrate trait).

When in battle form, each target gains the attacks, movement types, and special abilities listed below.

", "duration": "1 minute or until dismissed", "level": 10, "material_costs": "", "name": "Primal Herd", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Primal Herd", "targets": "you and up to five willing targets", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You form a direct connection with the natural world and request intercession. Nature always refuses unnatural requests and might choose to grant a different request (potentially more powerful or better fitting its nature) than the one you asked for. A primal phenomenon spell can do any of the following things.

At the GM's discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous or the spell may have only a partial effect.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Primal Phenomenon", "pfclass": "primal", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Primal Phenomenon", "targets": "", "traits": "divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Shocking Grasp", "pfclass": "primal", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "electricity, attack, evocation" }, { "area": "360-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and whipping winds impose a \u20134 circumstance penalty to physical ranged attacks and weapon ranged attacks. When you cast this spell and the first time each round you Concentrate on the Spell, you can choose one of the following storm effects. You can't choose the same one twice in a row.

Heightened (10th) The range increases to 2,200 feet and the cloud is a 1,000-foot burst.

", "duration": "concentration, up to 10 rounds", "level": 10, "material_costs": "", "name": "Storm of Vengeance", "pfclass": "primal", "range": "800 feet", "saving_throw": "", "school": "evocation", "short_description": "Storm of Vengeance", "targets": "", "traits": "air, electricity, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon nature's ally list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 10, "material_costs": "", "name": "Summon Nature's Ally", "pfclass": "primal", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Nature's Ally", "targets": "", "traits": "conjuration" }, { "area": "60-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A globe of searing sunlight explodes in the area, dealing 9d8 fire damage to creatures and objects in the area, plus 9d8 additional positive damage to undead creatures. Creatures and objects in the area must attempt a Reflex save.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Full damage and blinded permanently. If the globe overlaps with an area of magical darkness or affects a creature affected by magical darkness, sunburst attempts to dispel the darkness effect.

Heightened (+1) The fire damage increases by 1d8 and the positive damage against undead increases by 1d8.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Sunburst", "pfclass": "primal", "range": "500 feet", "saving_throw": "Relex", "school": "evocation", "short_description": "Sunburst", "targets": "", "traits": "positive, fire, light, evocation" }, { "area": "5-foot radius, 80-foot-tall cylinder", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 17d6 fire damage. Creatures in the area must attempt a Reflex save or take 13d6 fire damage. The lava rapidly cools, and creatures in the area might become partially encased in rock depending on their Reflex saves. A creature encased in rock is sluggish 1, is hampered 5 feet, and when flying treats all normal terrain as difficult terrain. A flying creature immediately descends 20 feet the moment it's encased, but doesn't take falling damage from this movement. A creature encased in rock can attempt to Break Open or Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock.

Success Half damage and not encased.

Critical Success No damage and not encased.

Failure Full damage and encased.

Critical Failure Double damage and encased. Additionally, creatures in the area that critically succeed at their saves and creature that are within 5 feet of the lava column automatically takes 2d6 fire damage from the intense heat.

Heightened (+1) The damage dealt in the area increases by 2d6, and the damage dealt by the intense heat increases by 1d6.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Volcanic Eruption", "pfclass": "primal", "range": "120 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Volcanic Eruption", "targets": "", "traits": "evocation, force" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Wall of Fire", "pfclass": "primal", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 5-foot-thick, 60-foot-long, and 10-foot-high wall of brambles and thorns in a straight line. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's space counts as difficult terrain. For every move action a creature uses that enters at least one of the wall's spaces, that creature takes 4d4 piercing damage.

Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 9. A broken section can be moved through freely.

Heightened (+1) The Hardness of each section of the wall increases by 2 and the piercing damage increases by 1d4.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Wall of Thorns", "pfclass": "primal", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Thorns", "targets": "", "traits": "plant, conjuration" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Weapon Storm", "pfclass": "primal", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" } ]